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- IMAGINE archive: collected off of imagine@ATHENA.MIT.EDU
-
- ARCHIVE X
- Aug. 7 '91 - Aug. 26 '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: Re: Impulse upgrades: reply
- Date: Wed, 7 Aug 1991 14:45:16 GMT
- From: menzies@cam.org (Stephen Menzies)
-
- spworley@ATHENA.MIT.EDU writes:
-
-
- >Forwarded through me from Steve Gillmor of Impulse.
-
-
- >We eagerly await your positive reply, Mr. Menzies.
-
- >Sincerely,
- >Steve Gillmor
- >Director of Software
- >Impulse, Inc.
-
-
-
- First, I appreciate your reply. I might mention though, that as far
- as:
- >...attempted through numerous means that Mr. Menzies fails to acknowledge,
- >to inform these people..",
-
- I have no knowlege of what these "means" were. They did not materialize here
- and have not been for sometime now. Certainly they were not in the form of an
- Imagine newsletter as was mailed to users in the US. Sending in your warrenty
- cards and then never hearing from Impulse again, is now the norm here and as
- I have heard, in places elsewhere too.
-
- however, if your intention is:
-
- >In our upcoming newsletter, which will be mailed planet-wide, we will
- >reiterate this offer.
-
- that problem will certainly disappear and I'm sure for most, this alone is
- representative of the quality support that Impulse has so often stated it
- provides and that users likely require the most.
-
- As I can see that you are listening, I hope I can assume that a situation
- such as described in my original message will also be less likely to happen.
-
-
- >We are saddened,... Mr. Menzies is no longer going to be using our product.
-
- Yes, but I was sadder:) After 2 phone calls inquiring after it, it was
- still never sent to me.
-
-
- Nevertheless, Imagine is a powerful product that has brought 3D animation
- to a very large group of users. Imagine (TS etc) have always delivered
- more power for the buck,IMHO. With the return of the newsletter and hopefully
- closer check on update requests, I would once again be confidant recommending
- this product knowing the product's support will be as it is advertized.
-
-
-
- --stephen
-
-
- --
- Stephen Menzies
- Email: menzies@CAM.ORG
-
- ##
-
- Subject: Imagine & AREXX
- Date: Wed, 7 Aug 91 08:30 PDT
- From: Scott_Busse@mindlink.bc.ca (Scott Busse)
-
- Glen, I can understand your pessimism about Impulse implementing AREXX, but not
- about whether they could do it well... Isn't Steve Gillmore writing articles
- about AREXX programming in the AW Tech Journal or something? (is he the
- software mgr. for Impulse?) I think he's the one we need to work on!
- --
- * Scott Busse email: O O O_ _ ___ .....
- * CIS 73040,2114 ||| /|\ /\ O/\_ / O )=|
- * scott_busse@mindlink.UUCP l | | |\ / \ /\ _\
- * scott_busse@mindlink.bc.ca Live Long and Animate... \
-
- ##
-
- Subject: Re: Ocean Sunset
- Date: Wed, 7 Aug 1991 09:38:59 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- How about a 24 bit version? Or maybe the actual project that I could
- render myself. I too would like to see it on the ColorBurst.
-
- Where did you say you were now?...CA? I think that's what you said. If
- so, I COULD visit when I go to San Diego (pushed back to the end of Sept.
- or Oct.).
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: Re: Upgrade
- Date: Wed, 7 Aug 1991 15:58:48 GMT
- From: menzies@cam.org (Stephen Menzies)
-
- caleb%cbmtor.UUCP@CAM.ORG (Caleb J. Howard (Product Support)) writes:
-
- [stuff deleted]
- >My apologies to all but Mr. Menzies for this. I would have limited my responce
- >to Mr. Menzies, but for the fact that he called me a pirate. I, in my high-
- [stuff deleted]
-
- >-caleb
-
-
-
- Yes, you're quite right, I do owe you an apology. My message
- _would_ implicate you. I now realize that your's was intended as a
- small personal story and not suggestive of anything beyond that nor for
- general use. And I am sorry for that. Admittedly, I did (do) not see the
- purpose served or necessity of Commodore Canada (Product Support) need to
- express satisfaction at the same time as when users here are not. This too,was
- wrong of me. Not only to confuse you with a company but either way, you both
- have every right to say what you please, when you please. I may have seen
- it as _bad timing_ or _short circuting_, but it doesn't excuse my rudeness ,
- any implications ,as well as any inconvienience I may have caused you,
- Mr.Howard
- Please accept my apology.
-
-
- Stephen Menzies
-
-
- --
- Stephen Menzies
- Email: menzies@CAM.ORG
-
- ##
-
- Date: Wed, 7 Aug 1991 12:12:12 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- I got an anim from a friend that consists of a stationary camera, light
- sources (don't know how many) and a rotating logo inside a container
- that is an inverted glass dome over a wooden base. It is also stationary
- (the logo rotates above the base inside the dome). The dithering pattern
- on the wooden base, especially at the highlight areas, changes as the
- anim progresses. It doesn't change regularly, but it does so several
- times throughout the anim, and continuously in some sequences of frames.
-
- Does anyone have any suggestions? This was done with Imagine 1.1.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: Ocean Wave brush.
- Date: Wed, 07 Aug 91 14:09:08 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Hey, guys. We are up to 1150 messages... volume keeps increasing!
-
-
-
- There have been many uploads, and I thank you all for increasing the
- supply of toys for us all to use. As promised, I said I would give out
- my trick ocean wave brushmap; it is now found on hubcap in the
- BRUSHMAPS directory. Following is the README.
-
- -------
-
- This is one of my best tools for creating advanced effects in Imagine.
- It is a 24 bit brushmap of the encoded heights of a computer generated
- ocean surface covered by waves. The brushmap is actually a grey
- picture, with every pixel corresponding to the height of an ocean
- surface. If the pixel is 255 255 255, the height is high, if the pixel
- os 0 0 0, the point is low. This brushmap was obviously designed for
- use as an altitude brush in Imagine.
-
- The brush was generated by a computer program I wrote which generated
- random height fields with the same statistical properties as actual
- ocean waves. I could control wind speed, scale, and best yet, time. As
- time advanced, the waves would move and slowly change. I created this
- program to make an animated ocean; you can see the result in the pic
- Ocean_Sunset.
-
- The brush is big; I used a 1024 by 1024 brush for OS, I believe that
- this brush is quarter-size. Even so, it takes a good deal of RAM to
- load. It has continuous edges; you can tile the brush without seams,
- though if the brush gets very small (so you can see hundreds of
- copies) you can start seeing a regular pattern.
-
- To use this, just map it as an altitude brush in Imagine. [Read my
- brushmap tutorial if you want to know how altitude brushes work.] Play
- with the scale, especially the "Y depth" which modulates how "deep"
- the impression of bumpiness works. In Ocean Sunset, I mapped the brush
- to a ground; you are welcome to use a plane, or better yet a funky
- torus. :-)
-
- Other effects are easy to do with this brush. I wanted to make the
- Terminator II logo in Imagine, which has black letters stamped into a
- burnished aluminum colored plate. [Burnishing is the very fine
- irregular lines you see on metal sometimes; Aluminum window frames
- come to mind]. I made the letters in Dpaint, created beveled versions
- of them [I posted how to do this trick maybe two months ago], then
- used SLICE to cut the holes in a solid block. Then I applied my ocean
- wave brushmap as a very low amplitude altitude map to the block,
- STRETCHED considerably in the X direction (so that the waves were very
- very close together), and applied as a very small repeating brush. I think
- it repeated about 20 times in the Y direction and 4 times in the X
- direction. The "waves" were then just really very long and thin bumps.
- Rendered with a world reflection brushmap (blue sky, brown ground), it
- looked pretty good!
-
- Anyway, there are lots of fun things you can try. You might use ADPro
- or DCTVPaint to colorize it, and use it as a colormap. You could make
- sand dunes with a light brown/dark brown version to show how sand
- accumulates as ripples in the desert. You could apply it to an object
- to give it an irregular surface. Since it tiles seamlessly, you could
- make a truly unique stucco wall.
-
- Anyway, have fun with the brush. IF YOU USE IT, please credit me!
- Feel free to redistribute it as long as this README stays with it.
-
- -Steve
-
- Steve Worley
- 934 Oak Lane #1
- Menlo Park CA 94025
-
- --------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- --------------------------------------------------------------------------
-
- ##
-
- Subject: Bad anim dithering
- Date: Wed, 07 Aug 91 14:33:13 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Rick Tillery writes:
-
- >I got an anim from a friend that consists of a stationary camera, light
- >sources (don't know how many) and a rotating logo inside a container
- >that is an inverted glass dome over a wooden base. It is also stationary
- >(the logo rotates above the base inside the dome). The dithering pattern
- >on the wooden base, especially at the highlight areas, changes as the
- >anim progresses. It doesn't change regularly, but it does so several
- >times throughout the anim, and continuously in some sequences of frames.
-
- >Does anyone have any suggestions? This was done with Imagine 1.1.
-
-
- One definate possibility would be that your friend is using
- "roughness" in the attribute definition of the objects. Roughness adds
- a random addition to the direction light that hits a surface; it is
- very sucessful in giving the illusion of a non-smooth surface. The big
- problem is that there is no continuity between frames on how the light
- will be randomly reflected. One person a few months ago talked about a
- rough street he made that looked great, but when animated, it looked
- as if it was covered with billions of crawling ants. :-)
-
- Another possibility is the ditherer. Dithering accumulates color
- errors and adjusts adjacent pixels to minimize overall color error in
- a local area. If two frames are different in any area, they might
- be dithered differently, even at a different location, and you'll get
- small changes at the pixel level.
-
- One way to check to see if this is the trouble is to look at two
- frames on a 24 bit display. [Like your spiffy ColorBurst!]. If there
- is NO difference between the stationary objects, your ditherer is the
- problem. If there is a difference, it's probably roughness.
-
- To fix the dither problem, you could render the frames non-dithered.
- You could also use The Art Department to try different types of
- dithers: Random in particular tends to be a poor ditherer, but very
- robust to the pixel-level changes you are having trouble with.
-
- If roughness is the trouble, you can lower it (preferably to 0!). I
- never use roughness; if I want an irregular surface, I use the
- airbrush in DPaint to fill the screen with grey dots of every
- intensity. I then use this as an altitude brush on the rough object.
- When rendered, the bumps are stable over every frame, and there is the
- added advantage of being able to move the object and camera and have
- the object surface roughness change appropriately. You can also change
- the scale of the roughness; Cobblestones have a different feel than
- sandaper.
-
- Hope this helps.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
-
-
- ##
-
- Subject: DiskAnim.
- Date: Wed, 7 Aug 91 12:52:44 -0700
- From: echadez@carl.org (Edward Chadez)
-
- My friends:
-
- DiskAnim originally appeared on the disk enclosed with an issue of Antic's
- Amiga Magazine, and is currently available as part of a commercial package
- which adds animation features to DigiPaint III (via an AREXX port).
-
- I am sorry to say that I don't remember that company's name, nor the name
- of the software. (I'll look it up at home this evening, I promise.) But
- I thought I'd go ahead and post 'cause I know a lot of you out there are
- resourceful enough (and want DiskAnim enough) to start looking right now.
-
- For those of you who are willing to purchase this commercial program, it
- should only set you back ~$30. It might be worth it, even if you don't
- have DigiPaint III, just to get DiskAnim.
-
- -Edward Chadez
-
- --
- +--//-----------------------------------------------------------------------+
- |\X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319|
- +---------------------------------------------------------------------------+
-
- ##
-
- Subject: Re: Bad anim dithering
- Date: Wed, 7 Aug 1991 16:16:20 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Actually, I think the problem is Imagine's difficulty in choosing an
- appropriate palette for each frame. In some frames the colors are closer
- to the 12 bit value when HAM'ed then in others. The result is what appears
- to be changing colors and flickering dithering. I thikn we can work out
- a solution if we can figure out how to get the "Lock Palette?" requestor
- back.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
- ##
-
- Subject: Come Dither
- Date: Wed, 7 Aug 91 16:57:52 EDT
- From: alan@picasso.umbc.edu (Alan Price)
-
- Rick Tillery writes:
-
- >I got an anim from a friend that consists of a stationary camera, light
- >sources (don't know how many) and a rotating logo inside a container
- >that is an inverted glass dome over a wooden base. It is also stationary
- >(the logo rotates above the base inside the dome). The dithering pattern
- >on the wooden base, especially at the highlight areas, changes as the
- >anim progresses. It doesn't change regularly, but it does so several
- >times throughout the anim, and continuously in some sequences of frames.
-
- >Does anyone have any suggestions? This was done with Imagine 1.1.
-
- Steve Worley noted the probability of 'roughness' being used or possible
- dithering problems. I have another observation that seems to fit what Rick
- is describing:
-
- Even in 1.0, I often found that a dithered, stationary object would be
- dithered slightly differently in some frames of an animation. Actually, the
- colors used in the dither change (the dither 'pattern' looks the same, but a
- few of the color values will suddenly shift for a few frames). When there is
- other action in the scene, these slight changes are often acceptable, but if
- the animation is a repeating loop, it becomes noticeable quickly.
-
- Ever since I switched from Turbo Silver to Imagine, I automatically used the
- ILBM render mode instead of Impulse's RGBN, it only made sense in terms of
- image compatablity. Same with using ANIM mode instead of Imagine's MOVIE mode.
- I always play ANIM-type animations using 'Display', by Hash.(Lots of keyboard
- control while anim is playing, including a nifty frame counter when you hit
- RETURN) I also like to hit Amiga-M while Imagine is compiling the ANIM so I
- can watch the images being displayed on the 'hidden' screens. You can often
- see the palette change as a new frame 'unscrolls' over the old one.
-
- (NOTE: I always render all frames, THEN make the anim WITHOUT deleting the
- frames, THEN delete the frames if the anim is finished because I'm paranoid
- about loosing frames or winding up with an anim that's too big for memory,
- and because I have the disk space.)
-
- HOWEVER. One time I overlooked changing the default setting of 'RGBN' mode to
- 'ILBM' and rendered all the frames as RGBNs. WELL, after having rendered all
- the frames as RGBNs, I selected 'MAKE' (in ANIM mode) and Imagine popped up
- a requestor I had not seen since the days of Turbo Silver:
-
- "Lock Palette?"
-
- This may be the solution! As you may recall if you used TS, 'Lock Palette' was
- an option when rendering animations so that hightlights and such would not
- alter over the course of an animation due to 'exposure changes' (or palette
- calculations differing as objects move into new lighting situations.) This
- is available in Imagine, too, but ONLY if you render your frames as RGBNs.
- This may be common knowledge, but I didn't see it anywhere in the manual.
-
- I am curious enough to take a poll to see how many user's use RGBN and how many
- use ILBM as a standard, but it would be silly to have a bunch of posts to the
- list saying "ILBM!", "RGBN!", so I won't. But if anyone has experimented with
- the two and has conclusive results, please write! (I know, I know, very soon
- now, we will all be saying "24-BIT!" :)
-
- AP.
-
- ##
-
- Subject: Anim dither problems
- Date: Wed, 7 Aug 91 13:46 PDT
- From: Scott_Busse@mindlink.bc.ca (Scott Busse)
-
- Rick, I can only suggest what to do to avoid having the dithering
- change/flicker during an animation. Assuming the camera is stationary, render
- everything in the scene that doesn't move, just once. Render the moving objects
- as a separate animation, and composite them onto the pre-rendered background
- using ADPro or DigiPaint 3 using an AREXX script. (I hope I'm not stating the
- obvious...). As for after the fact repairs to such an anim, you could use
- Animation:Editor or Animation:Station to break out the offending frames into
- IFFs, as well as a frame that is not at fault, and use DigiPaint3 in rub-thru
- mode to replace the flickering area with the area from the good frame. Then
- re-assemble using Animation Station, Animation:Editor (or AniMagic or whatever
- tricks you have...). Hope this helps. If not try rephrasing the question and
- I'll try again!
- --
- * Scott Busse email: O O O_ _ ___ .....
- * CIS 73040,2114 ||| /|\ /\ O/\_ / O )=|
- * scott_busse@mindlink.UUCP l | | |\ / \ /\ _\
- * scott_busse@mindlink.bc.ca Live Long and Animate... \
-
- ##
-
- Subject: ViewPoint objects
- Date: Wed, 7 Aug 91 09:07:20 CDT
- From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham)
-
- I have a catalog of objects from Viewpoint Animation Engineering. Some are
- nice, others are pretty simple. ALL are expensive. To give you an
- example, their "cheap" vehicles are $500. This category includes stuff
- like: '83 Malibu, '84 Colt, '88 Formula, '76 Camaro, and dozens more.
-
- In a more expensive category you'll find stuff like: '90 BMW-M5, '82 280ZX,
- '82 911SC, and a few more. These are $1000.
-
- Their complete human skeleton is $5500, planes are $700, and bodies are
- $600 as are their animals.
-
- All of the models were attained through various 3D digitizing techniques,
- and they are capable of (and willing to) digitize stuff to your order.
- I've spoken on the phone with these guys and they seem very cooperative,
- and didn't react any differently after I told them that I was interested in
- objects for rendering on an Amiga. They said they can custom digitize
- anything from about the size of a postage stamp to more than a mile in
- diameter (!). But make no bones about it, they're a professional
- establishment and their prices and resources show it. They even said that
- if you need a car that's not on the list, give'em a VIN number and they'll
- find one and digitize it for you!
-
- If anyone would like more info from them:
-
- Viewpoint Animation Engineering
- 140 South Mountain Way Drive #1
- Orem, Utah 84058
- (800) 748-4170
-
- 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: Anim dither problems
- Date: Wed, 7 Aug 1991 21:23:01 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- I hope all that work won't be necessary. I think we've hit upon the problem.
- Evidently the changing palette from frame to frame is the problem. Pixels
- are rendered in a slightly different color because of HAM excentricities.
- Thanks for the help.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: Modifying/By-passing Imagine.pic
- Date: Wed, 7 Aug 91 21:39:31 MDT
- From: dcwhitak@isis.cs.du.edu (Don C. Whitaker)
-
- Does anyone know of a way to replace Imagine.pic with another (hopefully
- smaller) pic. I hate have to wait the 5 seconds it takes to display every
- time I re-load Imagine....
-
- Don Whitaker -- dcwhitak@nyx.cs.du.edu
-
- ##
-
- Subject: Re: Come Dither
- Date: Wed, 7 Aug 1991 21:12:51 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- I believe you have hit on the solution. HAM mode palette changes are the
- culprit. I didn't know what would allow the "Lock Palette?" requestor to
- show up. I'll let him know it's the RGBN/ILBM deal. Thank you VERY much.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: Imagine.pic
- Date: Wed, 7 Aug 91 23:00:45 MDT
- From: churtt@isis.cs.du.edu (Chris Hurtt)
-
- Does anyone know of a way to replace Imagine.pic with another (hopefully
- smaller) pic. I hate have to wait the 5 seconds it takes to display every
- time I re-load Imagine....
-
- Don Whitaker -- dcwhitak@nyx.cs.du.edu
- ---------------------------------------------------------------------------
-
- When I saw Imagine it looked like it was just a simple overscanned
- high-res 16-greyscale pic. Try making one in that format. Or better yet,
- try loading the pic into Dpaint to see what the format is.
-
- Chris
- churtt@isis.cs.du.edu
-
-
- ##
-
- Subject: IMAGINE.PIC removal
- Date: Wed, 7 Aug 91 22:44:23 PDT
- From: tucker@cs.unr.edu (Aaron Tucker)
-
- This should definately be on the FAQ list whenever it comes out. Anyways,
-
-
- In IMAGINE 1.0, to get rid of the pic, ask Rick Tillery. You will need to
- know how to use NEWZAP though. Also, get 1.1. It is much better.
-
- In IMAGINE 1.1, you can't get rid of it, yet, but you can make it smaller
- and load in faster. What I did, was go into PIXMATE and drop all but 2
- colors. DON'T DROP THE BITPLANES! You still need a 4 bitplane 16 color image,
- you will just be using 2 colors onscreen instead of 16. Some people use
- only 1 color. But with two colors you can see a shitty representation of
- the picture and know when it is done loading. Up to you, really.
-
- Have fun.
-
- BTW, has anybody played with setting task priorities with IMAGINE when
- rendering? How high is safe?
-
- Juan Trevino
- tucker@mammoth.cs.unr.edu
-
- ##
-
- Subject: Re: What is the current state of Imagine extras and sutff out there
- Date: Thu, 08 Aug 91 09:34:57 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- Manjit Bedi writes:
- > Was there anything in the way of HDTV at SIGGRAPH?
-
- Sure was, but since it was pretty low on my priority list, I paid little
- attention to it. Maybe someone else who went has something to report.
- I will say that they dedicated an entire animation screening room segment
- to HDTV. The clarity was awe inspiring.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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: ROOMS
- Date: Thu, 8 Aug 91 10:05:34 EDT
- From: alan@picasso.umbc.edu (Alan Price)
-
- John Zollinger writes:
-
- >Count me in. I'm not sure how many rooms I will contribute, I'll try and
- >hold it down to one. ;-) I have a friend who will want to create one also.
-
- Great! Get as many friends involved as you can, too!
- Sorry about the very delayed reply, but I just got back from a trip and
- it took a bit of time catching up.
-
- >Some ideas about the "House". How about as people plan their rooms, send/post
- >the layout and sizes of their rooms so that you/we will have some idea of
- >where we are at, and what we need. (No sense in having 20 bathrooms) ;-)
-
- Good idea for 'filling out' out the possibilities, but since I am not asking
- people to state exact dimensions or contents of rooms in these preliminary
- stages, it would be hard to be very exact. What I will do soon, is to post
- a list of the 'kinds' of rooms being done. That should help some.
-
- >Would it be possible to post the whole house and then assign people
- >a range of frames to render? I realize now that I think about it, that might
- >get kinda hairy.
-
- It would be hairy, indeed. Though I am planning to work out a method of
- "time-sharing" the finished "house" with others who wish to help in the
- rendering of the finished project. I have thought it would be neat to post
- the entire finished "house" object(s) to Hubcap, but will first ask everyone
- involved if they have any problem with their personal objects being made
- public.
-
- >Oh, and how about making available commonly used objects,
- >like doors etc. Or do we care if the doorknobs match? hehe...
-
- As I mentioned in the big proposal (Fri.,July 19), I will make available to
- anyone a prefab door in case you have doubts about getting the dimensions
- exactly right since this is the only REALLY important scale, as it has to
- match up with other peoples' doors. I will certainly be doing a bit of 'point
- dragging' such as in the case of a doorknob being higher on one side than on
- the other. However, full consideration will be given to maintaining the
- integrity of the original objects. Anyone wanting other 'prefab' objects for
- helping in terms of getting the scale right, just ask.
-
- >I'm excited! We could put the video up for Animation contests and split the
- >proceeds... ;-) Oh ya, count me in for one video.
-
- >John Zollinger
- >SL3B4@cc.usu.edu
-
- Exactly! How about next year's SIGGRAPH film show? Plus a LOT more!
- Anyone interested in creating rooms, send on note!
-
- AP.
-
-
- ##
-
- Subject: more on DiskAnim
- Date: Thu, 8 Aug 91 08:16:10 -0700
- From: echadez@carl.org (Edward Chadez)
-
- The program I mentioned yesterday was DigiMate III. I don't have the
- company's name (yet!).
-
- DigiMate III is a "add-on" product that adds some animation tools to
- DigiPaint III. DiskAnim was included with the program when I first looked
- into it, although you should confirm this if you plan to purchase DigiMate.
-
- DigiMate is listed in the Sept. AW on page 67 for $23.95 (Creative
- Computers add). I will attempt to find out (and post) the company's name.
-
- (DiskAnim is a program which runs animations from your HardDisk rather than
- memory. On non-DMA HDs the ANIM pauses every few secs so the HD can read.)
-
- Edward Chadez
- -Amiga3000-
-
- --
- +--//-----------------------------------------------------------------------+
- |\X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319|
- +---------------------------------------------------------------------------+
-
- ##
-
- Subject: Imagine data object formats?
- Date: Thu, 8 Aug 91 16:23:50 BST
- From: jerry cullingford <jc@crosfield.co.uk>
-
- Does anyone know where I can get hold of a spec for Imagine's object
- format? I'd like to have a go at generating some objects algorithmically..
-
- --
- +-----------------------------------------------------------------+ |
- | Jerry Cullingford #include <std.disclaimer> +44 442 230000 | ,-|--
- | jc@crosfield.co.uk (was jc@cel.co.uk) or jc@cel.uucp x3203 | \_|__
- +-----------------------------------------------------------------+ \___/
-
- ##
-
- Subject: Re: more on DiskAnim
- Date: Thu, 8 Aug 91 10:13:16 PDT
- From: "Jim Lange" <jlange@us.oracle.com>
-
- In-Reply-To: WRPYR:echadez@carl.org's message of 08-08-91 08:16
-
- The Director v.2 has the ability to play anims directly from disk (as well as
- load one anim while playing another), but I have not experimented with this
- feature. For absolute control over anim playback plus integration with other
- special effects, The Director can't be beat.
-
- -------------------------------------------------------------------------------
- Jim Lange jlange@us.oracle.com
- Oracle Corporation {uunet,apple,hplabs}!oracle!jlange
- -------------------------------------------------------------------------------
-
-
- ##
-
- Subject: DiskAnim and DigiMate III
- Date: Thu, 8 Aug 91 11:56:29 -0700
- From: echadez@carl.org (Edward Chadez)
-
- On Aug 8, 12:56pm, BRANHAM,JOSEPH FRANKLIN wrote:
- } Subject: Re: more on DiskAnim
-
- When I posted that DiskAnim is probably still in DigiMate III,
- Mr. Branham wrote bac and said...
-
- }
- } I checked and it is still in the package.
-
- So for those of you who were looking for it...now you know.
-
- }
- } Frank Branham
- }
- }
- }-- End of excerpt from BRANHAM,JOSEPH FRANKLIN
-
-
- -Edward Chadez
-
- --
- +--//-----------------------------------------------------------------------+
- |\X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319|
- +---------------------------------------------------------------------------+
-
- ##
-
- Subject: AREXX and Imagine 2.0
- Date: Thu, 08 Aug 91 16:30:23 EDT
- From: spworley@ATHENA.MIT.EDU
-
- At SIGGRAPH Rick Rodriguez told me about many of the plans for Imagine
- 2.0; most of them I can't say anything about, since Impulse doesn't
- want to be yelled at if it comes out with a missing "promised"
- feature. I will just say that their priorities are pretty good; they
- aren't wasting their time with stupid fluff additions, but
- concentrating on revamping the parts of Imagine that are hardest to
- use. Rick and I talked for a good while about how the manuals should
- be done; they _should_ be a few orders of magnitude better than the
- current 1.0 manuals.
-
- This means that -NOW- is the time to start thinking about what you'd
- like to see in 2.0. I'm sure they want to release it by Christmas for
- all the extra sales, so assume for the next three or four months they
- (Zack, anyway) are implementing new features. Mike Halvorson is really
- the person who needs to be convinced of what to include; he's the
- deciding force behind what additions get priority. Mike is currently
- against adding AREXX, as he thinks the time could be better spent on
- other modifications.
-
- Now my two cents; I agree with him. Implementing full AREXX control
- would be absolutly WONDERFUL, but would still take time for Zack (or
- Steve Gillmor?) to implement and install. The question is whether
- this addition of AREXX would be more useful than some other feature
- that would take a similar amount of time to implement.
-
- What I think is the best option BY FAR is to implement AREXX in just
- the Project Editor. Most of the tasks you want to automate will
- involve converting pictures, assembling anims, etc. Just a few
- commands are needed:
-
- Open Project
- Open Subproject
- Pick Frame(s)
- Generate Frames
- Delete Frames
-
- Now, to implement this, it would take maybe an hour of programming
- (I've done this with my own programs using Thomas Riokiki's interface
- code). To implement every Imagine command in every Editor, it would
- take days just to make to describe the format of each command.
-
- What could you do with Project Editor AREXX commands? Lots. You could
- set up a script to automatically generate a frame, process it in ADPro
- (which has a beautiful AREXX interface), and re-save them. You could
- make a script to automatically generate a frame, convert it into DCTV
- display format, and concatinate the pictures into a DCTV anim. You could
- use a just-generated frame as a brushmap on an object in the next frame
- of the anim, for some pretty funky effects.
-
- With TTDDDlib, Glenn Lewis and I are working on VERY complex object
- control which basically animates objects by generating a sequence of
- objects that are "played" one per frame. Effects like complex morphs,
- melting an object into a puddle, and making an F16 quiver like Jell-O
- are the type of manipulations we are woking on. Currently these are
- rendered in Imagine by having an object in the Action editor with 200
- seperate one-frame actor descriptions. This takes about half an hour
- of mindless typing just to set up manually! With AREXX control of
- frame generation, a frame could be rendered, then the object renamed
- so that the next object in the animation sequence could be used for
- the next frame.
-
- Although Glenn Lewis advocated a full AREXX interface, I'm sure that
- he would agree that the Project Editor commands are by far the most
- important.
-
- In short, the a full AREXX interface would be great, but severely
- underused. AREXX control of the Project Editor would provide 95% of
- the usefulness at 5% of the programming effort. I urge Impulse (Well,
- Mike Halvorson!) to have just these few AREXX commands included.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: Why does SCANLINE take more RAM than TRACE?
- Date: Thu, 08 Aug 91 16:37:33 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- Sean Cunningham writes:
- > Why would scanline take more memory to
- > render than raytrace, when I'm dealing with the same object under the same
- > staging file?
-
- I have a question for those of you who have seen this problem manifest
- itself. Does disabling antialiasing in scanline mode dramatically reduce
- the hords of memory used? While there is no *good* reason for this huge
- consumption of memory, I can think of a couple bad reasons.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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: AREXX and Imagine 2.0
- Date: Thu, 8 Aug 91 18:16:58 EDT
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- Steve Worley writes:
- > Mike Halvorson is really
- > the person who needs to be convinced of what to include; he's the
- > deciding force behind what additions get priority. Mike is currently
- > against adding AREXX, as he thinks the time could be better spent on
- > other modifications.
- >
- > Now my two cents; I agree with him. Implementing full AREXX control
- > would be absolutly WONDERFUL, but would still take time for Zack (or
- > Steve Gillmor?) to implement and install. The question is whether
- > this addition of AREXX would be more useful than some other feature
- > that would take a similar amount of time to implement.
-
- Actually, the Arexx interface wouldn't be all that hard to
- implement, as long as it doesn't get too fancy.
-
- >
- > What I think is the best option BY FAR is to implement AREXX in just
- > the Project Editor. Most of the tasks you want to automate will
- > involve converting pictures, assembling anims, etc. Just a few
- > commands are needed:
- >
- > [ Project editor commands deleted]
- >
-
- I still think that the Stage editor, or at least the Action screen
- is a prime candidate for an Arexx interface. The tedium of loading several
- objects interactively, moving them ditto, and waiting... and waiting... and
- waiting... and well, you've been there ;-)... after every save or move from
- Action, or redraw is something I just dread.
-
- > To implement every Imagine command in every Editor, it would
- > take days just to make to describe the format of each command.
-
- I agree. Arexx would probably not be a suitable method for object
- generation. Crafting an Arexx macro to generate a complex object would
- probably take longer than hand modeling it.
-
- > With TTDDDlib, Glenn Lewis and I are working on VERY complex object
- > control which basically animates objects by generating a sequence of
- > objects that are "played" one per frame. Effects like complex morphs,
- > melting an object into a puddle, and making an F16 quiver like Jell-O
- > are the type of manipulations we are woking on. Currently these are
- > rendered in Imagine by having an object in the Action editor with 200
- > seperate one-frame actor descriptions. This takes about half an hour
- > of mindless typing just to set up manually! With AREXX control of
- > frame generation, a frame could be rendered, then the object renamed
- > so that the next object in the animation sequence could be used for
- > the next frame.
-
- Glenn's TTDDD is a far more elegant *and* flexible object generator
- than Arexx could be. (BTW, Glenn: Thanks for TTDDD! I'm going to
- register with you ASAP.).
-
- > In short, the a full AREXX interface would be great, but severely
- > underused. AREXX control of the Project Editor would provide 95% of
- > the usefulness at 5% of the programming effort. I urge Impulse (Well,
- > Mike Halvorson!) to have just these few AREXX commands included.
-
- I suspect that *all* Arexx interfaces are underused :-) but that's
- not really a reason to omit them. After all, "most" Amiga owners probably
- don't really use multi-tasking, but without it an Amiga wouldn't be much
- better than a Mac!
-
- -John
-
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
-
-
- ##
-
- Subject: Re: AREXX and Imagine2.0
- Date: Thu, 8 Aug 91 18:12:13 EDT
- From: alan@picasso.umbc.edu (Alan Price)
-
- I agree on the idea of implementing ARexx in the Project editor.
- External programs such as TTDDD could handle automated generation of objects
- much more efficiently than ARexx control of the detail editor, etc.
-
- But how about control over the Action editor in the Stage editor? An ARexx
- script could set up complicated morphs (multiple morphs) or position or
- alignment "time-line" channels. The example Steve gives on multiple object
- 'morphing' could be handled in this way. Scripts could be written to generate
- complex motion paths through key-framing as opposed to the tedium of manually
- moving around path objects or all that typing in the position and align
- channels.
-
- Another upgrade I would like to see:
-
- Variable smoothing control. Presently, it's either on or off. It even seems
- to smooth 90 degree angles when it's on. How about a gadget placed in the
- object attributes requestor that allows you to set the degree of smoothing?
- Or, if too difficult to implement for individual objects, then at least a
- setting in the globals requestor that allows you to set the degree for all
- objects with "phong" selected. In software such as Wavefront, you can set
- the threshold anywhere from 0 to 90 degrees. (e.g. - set at 60, two faces
- meeting at a 45 degree angle would be smoothed, two meeting at 65 would be
- a defined edge.)
-
- Bring back FUZZY!
-
- AP.
-
-
- ##
-
- Subject: Wishlist for Imagine 2.0 :-)
- Date: Fri, 9 Aug 91 0:49:42 MET DST
- From: Henrik Harmsen <d9hh@dtek.chalmers.se>
-
- Ok, here are my 2 cents worth.
-
- I personally would LOVE to be able to make soft sweeping objects without
- the zillions of small, hard to convince, triangles. As I mostly like to do
- still images this is something i really miss. I am ofcourse talking about
- splinebased modelling, where surfaces of your liking could be created
- with bezier spline patch surfaces or whatever they are called. Like in
- Animation:JourneyMan. I know this is probably quite hard to program since
- the splinepatches would have to be implemented in the editors and in the
- rendering engine, which I suppose is highly streamlined to cope with
- triangles only. But since there already is a specialcase of the perfect sphere,
- maybe this could be done anyway...
- Wishes, only wishes... :-)
-
- Henrik
-
- -------------------------------------------------------------------------------
- Email: d9hh@dtek.chalmers.se "It's better to burn out, than to fade away..."
- -------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Wavebrush
- Date: Thu, 8 Aug 91 20:42:08 PDT
- From: worley@updike.sri.com (Steve Worley)
-
- Oops, the brushmap I uploaded was compressed using lharc with UNIX
- flags... a generic Amiga version is now uploaded. If you tried downloading
- it and got a corrupt file, try again now. Sorry!
-
- -Steve
-
- --------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- --------------------------------------------------------------------------
-
-
- ##
-
- Subject: A Question About the ColorBurst and Software
- Date: Fri, 9 Aug 91 11:26:04 JST
- From: manjit@nanko.digital.co.jp (Manjit Bedi)
-
- Rick, forgive me if this previously travelled ground. I was just wondering
- how easy is it to say take a software packages like Deluxe Paint and Imagine
- and allow them to display things on the ColorBurst? I recall, from my
- dark days of using IBM stuff in previous jobs and at school, that for
- many MS-DOS software programs you would just get a device driver to make
- use of whatever flavor of graphics board you had. But in the
- Amiga world I am really unsure of the ease in which these things can
- be achieved.
-
-
-
- Manjit Bedi ( manjit@digital.co.jp)
-
- Aspiring renaissance man - software programmer/ amateur actor/ social misfit?
-
- ##
-
- Subject: Re: A Question About the ColorBurst and Software
- Date: Thu, 8 Aug 1991 23:32:55 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- The software included will display standard IFF files (not HAM or EHB), and
- 24 bit images as generated by Imagine when using the ILBM switch. Therefore,
- once saved, you can view either DPaint or Imagine images immediately. I'm
- working on making the software faster loading and giving it support for HAM
- and EHB. I'm also writing a GIF viewer.
-
- If I didn't answer your question, please ask again until it gets through
- my thick skull.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: film recorders
- Date: 8 Aug 91 21:49 -0700
- From: Andrew Niemann <aniemann@cue.bc.ca>
-
- >Subject: Film Recorders
- >From seguine%girtab.usc.edu@usc.edu Mon Jul 15 11:28:34
- >1991
- >I am currently in the market to purchase a film recorder
- >to jack into the amiga to record images from imagine and
- >lightwave...... One of the 4000 line ones like the
- >polaroid....I would be real interested in hearing anyones
- >experiences with the different ones that are on the
- >market..... I will be mainly be using it with a 16 mm back
- >but the option for a 35 mm back would be great....
- > Thanx Christopher
-
- I'd be interested in what software you are going to use to
- put these images on the film recorder. Adpro ? Does it feed
- the image to the film recorder piecemeal or does it have to
- load the whole image into memory first? To do a format
- conversion Adpro loads the whole image into memory first,
- which means that even with 10megs I don't have enough memory
- to convert anything higher than a 1500x1000 image (which
- doesn't look so great when blown up as a slide on the
- screen). Instead I'm using Rasterlink (which converts the
- file piece by piece in 1meg of memory) to convert to Targa
- for recording onto film by a local graphics business.
- However it seems to put weird color glitches in the file
- every now and then (a major piss off).
-
- And which version of Polaroid film recorder are you thinking
- of using? I've seen output from the Polaroid Palette Plus,
- and it's horrible. They were demonstrating a new Polaroid
- recorder here (hooked to a Mac) that had 24bit color and
- 4000 resolution, but it cost $8500. I didn't get a chance to
- have a good close look at the output. Seemed nice.
-
- I've been getting my film output from a Laser Data film
- recorder, also 4000 resolution. It's quite nice but on large
- fields of smooth color it will often have visible horizontal
- streaking (reminds me of dot matrix printers). (as an aside,
- on one image that went smoothly from dark blue at the top to
- darker blue at the bottom you could see banding from Imagine
- even though it was in 24bit color! You had to look pretty
- hard but it was definately there. Maybe 24bit is not quite
- enough?)
-
- If you're doing 16mm animation maybe you don't need that
- high a resolution? On slides 2400x1600 seems to be just
- barely acceptable (4000 is definately sharper when compared
- side by side). But if the image is moving around then would
- you be able to get away with a lot less? Curious.
-
- andy
-
-
-
- ##
-
- Subject: AREXX
- Date: Wed, 7 Aug 91 10:12:28 EDT
- From: cbmtor!caleb@uunet.UU.NET (Caleb J. Howard (Product Support))
-
- Well, for myself I can say that if Impulse does not add an AREXX port to
- their excellent package, Then Imagine will sadly become the product that
- I use until a more appropriate Amiga ray-tracer comes along. (By
- 'appropriate' I mean one that uses the resources and capabilities of the
- Amiga). The machine is capable of many things that aren't available on
- conusumer level computers generally yet. Software that doesn't make use
- of these features demeans itself.
- There, that's my vote for an AREXX port.
- (a multiprocessing network version would be an easy and useful addition, too)
- -caleb
-
-
- ##
-
- Subject: imagine wish list
- Date: 8 Aug 91 22:18 -0700
- From: Andrew Niemann <aniemann@cue.bc.ca>
-
- Want:
- -sliders and color sample patch for ALL requesters that can use them
- -textures by % rather than ablolute rather than by absolute size, and then be able to save them
- -Soft lighting effect as in overcast day or using a softbox, soft shadows
- -shadows that get softer the further away they are from the object, as in
- real life
- -soft lighting edges with conical lights. definable
- -variable depth of field, both in intensity and in location. neat to be
- able to draw out the area one wants sharp and area to be soft
- -full fog effect (in scanline also) , shows up light beams, variable
- thickness and coarseness
- -shadows in scanline mode a la Lightwave
- -live perspective window -all editing functions available
- -no redraw on multiple hits of arrow key when moving about in editing
- windows until last key hit. ie you can move over three hits of the arrow key
- and not have to wait for three damn redraws that you know you didn't want
- -patina texture -parts sticking out would get a different color. effect of
- faded jean seams or rubbed carvings, tools, etc. anything that gets handled
-
- I'd rather have these over arexx, although arexxing the project menu would
- be nice.
-
- forgot
- -able to scale, rotate etc points with the mouse. (all in the perspective
- window as well)
-
- andy
-
-
- ##
-
- Subject: Let me clarify about my question re: ColorBurst
- Date: Fri, 9 Aug 91 15:50:13 JST
- From: manjit@nanko.digital.co.jp (Manjit Bedi)
-
- Hi again Rick!
-
- You must have been up late went you got my posting since I am 15 hours
- ahead of PST ( compared to where you are). It is pretty funky get
- replies the same day I send them from around the world.
-
- What I am wondering about more precisely is:
-
- You are using Deluxe Paint or whatever and you actually painting on a
- 24 - bit Color Burst screen or something to that effect. Or when
- you are generating an image in Imagine, Imagine displays it on the
- ColorBurst for you. I am wondering how seamless an environment you
- establish so to speak without having to do a lot of CLI stuff but
- that AREXX is for : -). I really should learn to use it.
-
- Manjit Bedi ( manjit@digital.co.jp)
-
- Aspiring renaissance man - software programmer/ amateur actor/ social misfit?
-
- ##
-
- Subject: Re: Let me clarify about my question re: ColorBurst
- Date: Fri, 9 Aug 1991 07:22:30 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- What you are asking is essentially impossible until a standard 24 bit
- library is established that a program like DPaint or Imagine could use
- to address any 24 bit board. Until then, you'll have to use the CLI.
- Even with AREXX, you won't be able to view a half-finished image as it's
- being rendered or paint on the 24 screen with DPaint. Sorry, no board,
- even the most expensive ones, won't do this anytime soon.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: VHS anims
- Date: Fri, 9 Aug 91 11:28 CDT
- From: n350bq@tamuts.tamu.edu (Duane Fields)
-
- We should somehow assemble a "Best-of" VHS tape full of Imagine anims done by
- our various members. Both 24-bit DCTV and Ham. It would be quite cool I should
- think!
-
- Duane
-
-
- ##
-
- Subject: 24 bit libraries
- Date: Fri, 09 Aug 91 13:25:59 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Rick Tillery writes:
-
- >What you are asking is essentially impossible until a standard 24 bit
- >library is established that a program like DPaint or Imagine could use
- >to address any 24 bit board. Until then, you'll have to use the CLI.
- >Even with AREXX, you won't be able to view a half-finished image as it's
- >being rendered or paint on the 24 screen with DPaint. Sorry, no board,
- >even the most expensive ones, won't do this anytime soon.
-
- Yes, I agree. This is one area where the Mac wins hands down! They
- have supported device independent graphics for a long time, starting
- when they developed the Mac II and were scared that there would be
- major problems if there were always two software versions (one for the
- Mac I's, one for the Mac IIs.) As a senendipitous beneifit, incorporation
- of 24 bit cards, multiple monitors, full page monitors, etc, has become
- very easy.
-
- Giving the Amiga a device independent graphics standard will be very
- painful; 24 bit cards are already in use, standard graphic calls go
- though thr custom chips instead of the CPU, and the Amiga doesn't have
- a divergent product line (The Amiga II!) that would FORCE such a
- development.
-
- The best we can hope for is proably as Rick was saying; a 24-bit
- library so at least when a program knows it wants to output 24 bit, it
- doesn't have to know the brand name of the card. An 8 bit library (For
- the Gfx card, the Digital Micronics board, and the A2410) would also
- be useful. Incorporating 24 bit, 8 bit, standard Amiga graphics (DCTV?
- HAM-E!?) into one big library might be possible, but probably too
- difficult for anyone even to attempt. Too bad.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
-
-
- ##
-
- Subject: Re: 24 bit libraries
- Date: Fri, 9 Aug 1991 13:53:56 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- If C= paid me, I'd give the device independent library a try :-)
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
- ##
-
- Subject: Imagine & AREXX
- Date: Fri, 9 Aug 91 10:00 PDT
- From: Scott_Busse@mindlink.bc.ca (Scott Busse)
-
- Steve, I agree that the Project Editor is a good place for AREXX, but must add
- Stage and Action Editors to the list. This is where the real meat of animation
- is assembled, and in a world where I'm using alot of different packages to put
- together the final product, I need external control of this phase. I need to be
- be able to bring in objects that are pre-animated or pre-positioned in some
- other package and place them in a particular place and time via some pipeline
- from the outside. Complex motion of the "flocking" type done typically on
- Symbolics machines could be implemented (like Stella and Stanley, the bird and
- fish things in the "Breaking the Ice" animation), or real world dynamics for
- motion paths and kinematics ( watch me drop this dump-truck on that "Sky-Dome"
- roof...). These are things that are not likely to be implemented by Impulse
- for a long time, so why not just do the AREXX and leave the optional goodies to
- each individual. With the advent of an AREXX compiler (there are a few things
- happening now), a market for AREXX effects could develop, to everyone's
- benefit. While we're at it, I think the AREXX port for the Detail Editor is
- very important as well. It would open the possibility to do more detailed
- morphing like Animation:Journeyman.
- I HAVE SEEN THE LIGHT OF AREXX, AND IT IS GOOD! :) :) :) ...sorry, I'm prone to
- the soapbox stance :)
- So, from my point of view:
- 1> AREXX port, all the way.
- 2> Soft edge shadows. (Hey, this is the nineties!)
- 3> Support hierarchical object manipulation *in the Action Editor*.
- 4> 68040 optimized code.
- 5> Distributed image processing for networked Amigas (3D Pro does it)
- 6> Multiple velocity changes on a single path.
- 7> Don't forget AREXX access to the F/X port. (Let's use that thing!)
- 8> Motion Blurrrrr.
- That's all that comes to mind right now. Of course they can't do all that by
- Christmas, unless they hire a bunch of programmers...
- And of course the standard appreciation for how wonderful Imagine already is,
- applies, as always...:)
- --
- * Scott Busse email: O O O_ _ ___ .....
- * CIS 73040,2114 ||| /|\ /\ O/\_ / O )=|
- * scott_busse@mindlink.UUCP l | | |\ / \ /\ _\
- * scott_busse@mindlink.bc.ca Live Long and Animate... \
-
- ##
-
- Subject: Faster Loading Imagine.pic
- Date: Fri, 9 Aug 91 13:38:38 MDT
- From: swebb@isis.cs.du.edu (Steven Lee Webb)
-
- Hello.
-
- I made a picture that loads 50-70% faster than the old Imagine picture.
- It's on Hubcap in the MISC directory. Hope you like it!
-
-
- -- Steven Webb --
-
- Only ///|Steven Lee Webb +---------------------------------------+ /\__Luxo|
- Amiga/// |CSU - Comp. Sci. | 11-XAV a edisni deppart ma I !pleH | \\ /\ Jr|
- \\\/// |Amiga 500-5M Ram | webbs@handel.cs.colostate.edu | /|/\ _ |
- \XX/ |50M Hard Drive +---------------------------------------+ // \ (_) |
-
- ##
-
- Subject: Pixel aspect ratio for CB
- Date: Fri, 9 Aug 91 15:28:06 MEZ
- From: robocop@unlisys.in-berlin.de (Thorsten Ebers)
-
- HI,
- has anybody of you good values for screen sizes and pixel aspect ratios for
- the Colorburst ?
-
- Thorsten
-
-
- ##
-
- Subject: Re: imagine wish list
- Date: Fri, 9 Aug 91 22:48:48 CDT
- From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham)
-
-
- I'd like to add:
-
- - spline based modelling. I 'spose NURBS or Beziers would be okay, but
- would rather they liscence Hash's spline technology. Bot for greater
- control and ease of use (so I've read and been told) and for portability
- between the two packages.
-
- - channel based/graph motion control for all objects, using splines of
- course :)
-
- - free-form path drawing IN THE STAGE EDITOR.
-
- - REAL brush mapping (ie: brushes that stick to the surface, ala JMan).
-
- - displacement mapping
-
- - soft shadows
-
- - CompuGraphic or Adobe Postscript font importation
-
- ...I could probubly think of a couple of others, but this is all that comes
- to mind now. You could probubly add variable motion blur and of course,
- ARexx.
-
- 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: Problems with Imagine and '040 (?)
- Date: Fri, 9 Aug 91 23:04:06 CDT
- From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham)
-
- I was just informed by one of my customers that they have their Fusion40
- with 32M of RAM installed and running. Everything seems to be enhanced
- almost beyond belief (they were running an A2500/30 prior to purchasing the
- board) EXCEPT for Imagine.
-
- Screens open ultra-fast, and requesters pop up before you get your finger
- off the key (button). BUT, they report that renderings (scanline) are
- taking as long as and even *LONGER* to render than when they were running
- on the 25mHz '030. Anyone else experienced with using Imagine on an
- '040???
-
- I couldn't believe this when I heard it. At first I thought that maybe his
- software was reinstalled and he was running the standard version of Imagine
- and not the FP version. But no software was changed (they just had to wait
- for new ROMs for their A2091a card...you need rev6.6 or later). Anyone
- know what gives?
-
- I have not been able to see the problem first hand (was busy today and will
- be going out of town for a few days soon) so I don't know exactly how
- they're running (software comes with the board for setting your caches and
- doing FastROM loads like CPU and SetCPU).
-
- I only skimmed through the article, but the most recent Byte has an article
- on programming the '040 and it cites several possible reasons for this.
- One is that the '040 doesn't implement the full instruction set of the FPU
- as in the '882 (or was it the MMU...don't recall at this time, but it
- wasn't the whole thing so calls outside what it supports had to be dealt
- with using some kind of conversion tables or something (you can tell I'm
- not a hardware person, eh?)). Also, current software designed for use with
- the '020/'030 are only expecting READ cacheing, while the '040 supports
- WRITE caching as well...I'll have to read it more thuroughly this weekend.
-
- Any help at all in figuring out what's going on would be appreciated.
-
- 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: $2X10^-2
- Date: Sat, 10 Aug 91 12:24:55 EDT
- From: jake@melmac.umd.edu (Rob Borsari)
-
- Sorry if I sent this before, my host glitched and I don't know if this got out.
- (its a macII, what can I say B-) ((in defense it is running beta AUX))
- The most usefull feature I can think of that hasn't been mentioned would be
- the ability to import an IFF to trace for the outline of one or more of the
- FORMS editor views. Ex. Import a retouched scan of the three sides (top side
- front) of a lotus esprit. use slice to add wheel wells and windows and there
- you go. It would sure cut down on the time it takes to create the rough shape
- of complex objects. (puting myself out of a job B^)
- Another I can think of that has been mentioned is ability to address
- children of grouped objects in the stage editor. I make big models that have
- lots of moving parts that I would like to group so they move with the parent
- but can have rotations and movement (tracking radars) assigned in the stage
- editor. (maybe a telescope type action for grouped objects to give access to
- the children when needed ((see amigavision)))
- Quickmove in the stage editor. A quickmove all but pick option.
- Window change gadgets that interupt the screen refresh. Default stage that
- includes a light source for test renders (just load object and go) Or
- even a test option from detail editor that moves the camera so the object fits
- in the view and renders it to specs in the config file. Ability to see iff's
- in when applying as brushes. (may be redundant, after all what is multi tasking
- for ;) Tracking for non camera objects. (see radars above) .
- Ok, Here it comes. Major Additions --
- Particle Systems (beg grovel), Colision detection, Fog effects, motion blur,
- EVERYBODY .. and a partrige in a pear tree. Next song, A Grazing Mace.
-
- Well thats my $2X10^-2 -R-
-
- jake@melmac.umd.edu Rob Borsari "Bourne to be wild"
-
- ##
-
- Subject: TTDDD as a standard
- Date: Sun, 11 Aug 91 16:36:44 EST
- From: TA00@NS.CC.LEHIGH.EDU (Tirso Alonso)
-
- I think you may be interested in this,
-
- >ewsgroups: comp.graphics
- >ubject: 3D interchange format
- >essage-ID: <1991Aug10.232756.15894@ccu1.aukuni.ac.nz>
- >rom: geom3d@ccu1.aukuni.ac.nz (Geometry project)
- >ate: 10 Aug 91 23:27:56 GMT
- >rganization: University of Auckland, New Zealand.
- >eywords: 3D interchange format
- >ummary: 3D interchange format
- >ines: 31
-
-
- Proposed format (standard)
- for the interchange of
- 3D computer models
-
- Aim
- To create a text file format for describing the geometry
- of three dimensional computer models. The format should
- have the following characteristics
- - easy to interpret
- (minimise difficulties for importing software)
- - contain a rich set of primitives
- (minimise geometry decomosition by exporting software)
- - supply a mathematical description of the primitives
- (unambiguous description of the geometric primitives)
- - contain source code for describing the complex primitives
- (make decomosition easy and uniform for importers)
- - be freely available, distribution cost only
-
- Timetable
- 10 August Call for submissions
- This note
- 10 September Release initial specifications for comment
- Subject to interest
- 1 November Specification revision complete
- Description of format available
-
- All submissions and suggestions should be made via email to
- Geom3D@ccu1.aukuni.ac.nz (130.216.1.5)
-
- Please include your postal as well as email address.
-
- ##
-
- Subject: Lights
- Date: Sun, 11 Aug 91 17:14 CDT
- From: n350bq@tamuts.tamu.edu (Duane Fields)
-
- I am having problems mastering a VERY basic aspect of Imagine, lights.
- How does one know where to put lights? How many are needed? Example,
- to create a simple Floor with bluesky and some object sitting in the middle,
- nothing fancy, just a good even lighting like being outside on a nice day.
-
- Duane
-
- ##
-
- Subject: RE: Lights
- Date: Sun, 11 Aug 91 21:26:02 MDT
- From: dcwhitak@isis.cs.du.edu (Don C. Whitaker)
-
- >How does one knoe where to put the lights?
-
- Here's a good basic lighting set-up that I use for a lot of test
- renderings...,
-
- I use 2 lights. I position the first behind and a little to the right of
- the camera. Just accept the defaults that Imagine offers (i.e. Spherical,
- 255 for the RGB intensities). For the second light, I usually cut the
- intensities to about 120 or 160. Then I position it about 90 degrees from
- the first light (behind and a little farther to the left of the camera).
- The second light fills in the lighting without washing out the shading..
-
- Hope this helps...
-
- Don Whitaker -- dcwhitak@nyx.cs.du.edu
-
-
- ##
-
- Subject: Re: Ideas for Imagine 2.0
- Date: Mon, 12 Aug 91 11:15:32 BST
- From: jerry cullingford <jc@crosfield.co.uk>
-
- > This means that -NOW- is the time to start thinking about what you'd
- > like to see in 2.0.
-
- One of the easiest (and useful, at least for PAL users) changes that
- I'd like to see, would be to make the various editors able to adapt
- to PAL aspect ratios. At the moment, Imagine will use the full PAL
- screen - but the objects in the editors are all squashed vertically,
- because it still uses NTSC aspect ratios. This makes judging shapes and
- distances difficult. It would be nice if Imagine could figure out what
- sort of display it's running on, and adjust itself accordingly - or at
- least have a config file option to adjust it.
- --
- +-----------------------------------------------------------------+ |
- | Jerry Cullingford #include <std.disclaimer> +44 442 230000 | ,-|--
- | jc@crosfield.co.uk (was jc@cel.co.uk) or jc@cel.uucp x3203 | \_|__
- +-----------------------------------------------------------------+ \___/
-
- ##
-
- Subject: Macs claim Terminator 2 Graphics...
- Date: Mon, 12 Aug 91 08:45 PDT
- From: "Ivan I." <ESRLPDI%MVS.OAC.UCLA.EDU@mitvma.mit.edu>
-
- I got this off of Info-Amiga & thought it might be of general interest.
- Ditto what Eric says at the end -- I don't know any more than this.
- - Ivan
- -------------------------TEXT-OF-FORWARDED-MAIL--------------------------------
-
- To: "IVAN P. IVANICK" <ESRLPDI@MVS.OAC.UCLA.EDU>
- From: LYNX::KTC0440CSCI "It is in your nature to destroy yourselves" 9-AUG-1
- 991 10:11:16.65
- To: RIKER
- CC:
- Subj: T2 graphics
-
- From: IN%"MAC-L@YALEVM.BITNET" "Macintosh News and Information" 9-AUG-1991 1
- To: 'Kerry Cianos' <KTC0440C@APSU.BITNET>
- Subj: The Mac and T2
-
- I found this interesting posting on the newsnet down at UNC. It was
- on the rec.arts.movies list but I thought that it was just as appropriate
- for this one. I am sorely tempted to deposit it on an Amiga list just to
- rile them up (all the more so because an Amiga user came out and said the
- posting was hogwash before checking his facts) but I think I'll resist the
- temptation.
-
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
- EIVERSO@CMS.CC: T2 computer grahics done on Macintosh! 6 Aug 91 15:29
- Please excuse the sensationalist title to this post, but I can't resist after
- reading earlier postings which doubted the Mac's ability to create graphics
- worthy of Cameron's masterpiece--T2.
- The following is from AppleLink, describing how Macs were use to create the
- awesome Doomsday scene.
- --------------
- Electric Image, Inc. was recently hired by ForeWard Productions to produce four
- computer graphic elements of Terminator II. These elements consisted of the
- city of Los Angeles blowing to bits as a huge nuclear shock wave moves towards
- the viewer.
-
- In order to create this shot, we first had to create Los Angeles. We modeled
- the buildings in Super 3D and positioned them in ElectricImage using the
- rotoscoping feature. This feature allows the user to display an image in the
- background of the camera window. The outlines of the models are displayed over
- the background image from the camera's point of view. As the models are
- positioned, rotated and scaled in the top, front and side windows, their
- outlines are draw in over the background image in the camera window. This
- allowed us to exactly match the actual matt painting used in the scene.
-
- The completed model of Los Angeles was saved out as a separate file. This file
- was then processed with a custom program I wrote which can simulate explosions
- by breaking up large polygons into smaller fragments. Random rotation and
- gravity was applied to each of these fragments and the whole model was written
- out every frame as a separate group. The total size of this model file was
- over 200 MB. ElectricImage then rendered this model one group per frame. The
- camera location was the same one used to create the original Los Angeles model.
- 144 frames were generated for each of the four passes (glow sphere, hold out
- matt, shaded fragments, ring shockwave). Each pass was rendered Phong shaded
- at a resolution of 2048 x 898. The rendering took btween 10 and 18 minutes
- per frame. The entire job was finished in two days on three Macintosh IIfx
- computers.
-
- The animations were converted to PICT files and were output on a Matrix QCR
- film camera. The shots were composited with before and after matt paintings by
- traditional optical techniques.
-
- I think you will find the final shot quite impressive. So far as I know, this
- is the first time that work of this nature has been performed entirely on a
- Macintosh. I found the work to be both challenging and rewarding and hope to
- do more motion picture production work in the future.
- Terminator II is a great film. I strongly urge you to see it.
-
- Mark Granger
- Electric Image
- --------------------------
- The above was taken from AppleLink. I have no futher information on it.
- I don't know how to contact Mark Granger. This information is offered at face
- value only. Don't e-mail me for further details cause I don't have any.
- I hope this doesn't lead to rumors about all of T2's comp. graphics being done
- on a Mac, because they weren't.
-
-
- --Eric
-
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
- I'd just like to thank both Mark Granger who originally posted it to
- Applelink and Eric who posted it to the newsnet where I found it.
-
- Ian
-
- ##
-
- Subject: Re: Problems with Imagine and '040 (?)
- Date: Mon, 12 Aug 1991 15:06:11 GMT
- From: menzies@cam.org (Stephen Menzies)
-
- seanc@pro-party.cts.com (Sean Cunningham) writes:
-
-
- >I was just informed by one of my customers that they have their Fusion40
- >with 32M of RAM installed and running. Everything seems to be enhanced
- >almost beyond belief (they were running an A2500/30 prior to purchasing the
- >board) EXCEPT for Imagine.
- >
- >Screens open ultra-fast, and requesters pop up before you get your finger
- >off the key (button). BUT, they report that renderings (scanline) are
- >taking as long as and even *LONGER* to render than when they were running
- >on the 25mHz '030. Anyone else experienced with using Imagine on an
- >'040???
-
- >[stuff deleted]
-
- >Any help at all in figuring out what's going on would be appreciated.
- >
- >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
-
- Sean, how about the render time comparisons in trace mode (using Imagine).
- I always experienced a 3-4.5 fold increase using the RCS40 in trace. I must
- admit, I don't remember offhand comparing the 040 to other accellerators
- in scanline, however I do remember it being extreamly fast in scanline too.
- Also, the board should show it's best performance the more complicated the
- scene is.
-
- --stephen
-
- --
- Stephen Menzies
- Email: menzies@CAM.ORG
-
- ##
-
- Subject: Re: Macs claim Terminator 2 Graphics...
- Date: Mon, 12 Aug 91 14:00:46 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > Electric Image, Inc. was recently hired by ForeWard Productions to produce
- > four computer graphic elements of Terminator II. These elements consisted
- > of the city of Los Angeles blowing to bits as a huge nuclear shock wave
- > moves towards the viewer.
-
- Electric Image was showing the sequence at Siggraph. It should be noted
- that the bulk of this scene was done with models, miniatures, and compositing
- effects. The computer generated portion was rather small. It did look good
- though.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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: Portal
- Date: Mon, 12 Aug 91 16:51:29 EDT
- From: spworley@ATHENA.MIT.EDU
-
- I just joined the nationwide BBS "Portal". It's sorta taken over since
- PeopleLink flushed itself. Anyway, it turns out they have a nice
- selection of PD Amiga stuff that isn't found at FTP sites, including
- a demo version of Caligari. Kinda fun to play around with.
-
- Anyway, the best part of the system is the on-line confrences. You
- "chat" with other users real-time, which is very handy. There are also
- a lot of big names that show up at these confrences regularly: Steve
- Gilmor, Brad Schenck, Harv Laser, Steve Tibbets, Perry Kivkjdhkjhfkdoj ( :-) )
- Lou Markoya, and others. Forgive the name mangling.
-
- Anyway, it's a nice place to talk about Amiga graphics. I'm trying not to
- plug for Portal; I just found that it was a convenient way to get to know
- other people interested in graphics. Their file uploads tend to be different
- than the FTP most of us use. I'm in the process of uploading most of the
- Hubcap stuff.
-
- Anyway, it's something like $14 a month for unlimited connect time and
- downloading. I'll be logged in there pretty regularly each evening
- from now on, so if ya want to stop by and have a real time chat, you
- can find me.
- ----------
-
- For those of you who want a 24-bit Ocean Sunset, OK. I'll upload one when I
- rerender it. For those who are looking for the completed anim, don't hold
- your breath....
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
-
-
- ##
-
- Date: Mon, 12 Aug 1991 16:25:32 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Pardon me, but who uploaded Balloons.lzh? It's FANTASTIC!!! I viewed it
- on my ColorBurst and it is a fabulous 24 bit image!!! If there is room
- for more 24 bit images on hubcap, I'll put some there too. Anyone
- interested? I just got one done on Real 3D ($499 is REAL steep, but it
- looks like a decent renderer).
-
- For my input into Imagine 2.0, I want a whole new re-write of the stage
- editor to resemble Caligari Pro --- see the demo on ab20.larc.nasa.gov!
-
- OK, maybe not, but I can suggest can't I?
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: Re: Portal
- Date: Tue, 13 Aug 91 08:18:14 -0500
- From: macanespie@devl30.csc.ti.com (Alan MacAnespie)
-
- spworley@athena.mit.edu (Steve Worley) writes:
-
- >I just joined the nationwide BBS "Portal". It's sorta taken over since
- >PeopleLink flushed itself. Anyway, it turns out they have a nice
-
- I remember Harv Laser on c.s.a.misc back in oh... December(?) stating that
- Mike Halvorson and others from Impulse were on Plink frequently. Didn't
- they say something about their own support area? Did they all move to
- Portal?
-
- Hey Steve, since Portal is supposed to have a Usenet link, why not include
- IMPULSE on Portal as another Imagine mailing list subscriber? As many
- times as you and others have forwarded "policy" notes to/from Impulse, why
- not eliminate the hops? If they don't want to send, that their right, but
- Impulse would benefit from the feedback from this group (IMHO).
-
-
- On the ongoing Imagine 2.0 wishlist:
-
- 1. AREXX for the Project screen first, Stage Editor next, Detail Editor
- last.
- Never under-estimate the power of somebody to do something nifty
- and useful in AREXX. Impulse will never be able to compose all the
- features for everyone, but given AREXX, everyone can compose their own.
-
- 2. Have slider controls for all values in Detail and Stage Editors.
-
- I don't know how many times I want to tweak a value only to find that
- I have to type in the whole number. This doesn't mean that I don't
- want the value indicators as well, I want both! :-)
-
-
- ________________________________________________________________________
- Alan MacAnespie, || * Standard Disclaimers Apply Upstairs.*
- Texas Instruments || Is a person who writes many different
- macanespie@devl30.csc.ti.com || applications a Renaissance Computist?
-
- How many bits would a BlitBlit blit if a BlitBlit could blit bits?
-
- ##
-
- Subject: Brush Mapping
- Date: Tue, 13 Aug 91 16:09:11 GMT
- From: Mariano Sanchez <ardilla@sicyd.es>
-
- Hello for all, this is my first posting to this list. As a new user of
- Imagine I'm trying to do brush mapping with results that look terrible. I've
- read hundreds of messages of this list and I found them fantastic, but after
- all I still have my problem, here it is:
- I'm trying to do a FLAT X FLAT Z color map in a plane, as you said in some
- messages I edited the axis to make the possitive parts of the Z and X axes
- as large as the plane and moved it to the lower left corner. After it i went
- to the stage editor, place the camera in front of the plane, add a ligth and
- went to project editor for rendering. The results were a total surprise, the
- plane looked pretty with this mix of white triangles and triangles colored
- with the image of the brush.
-
- I'll try to make a draw
- _______
- |\ | White face
- | \ |
- | \ |
- | \ |
- Brush colored | \|
- face -------
- repeated for all the squares that makes the plane.
-
-
- If anyone could give me a soulution... Thanks a lot.
-
- Mariano Sanchez.
- --
- ardilla@sicyd.es
-
-
- ##
-
- Subject: Sun's rastor image
- Date: Tue, 13 Aug 91 16:14:17 EDT
- From: rosner@europa.asd.contel.com (John Rosner - Oakwood 470 Ext 7584 )
-
- I have a Sun IPC on my desk at work and I've seen some machines around
- with a rastor image background. My intention is to render some project
- related subjects from Imagine at home and then convert them to GIF,
- send them to work and use them.
-
- My question is what is Sun's rastor format? All the docs say is rastor
- and either 1 or 8 bit planes. Are there utilities to convert a GIF to
- Sun's format?
-
- Thanks,
-
- John Rosner
-
- ##
-
- Subject: Re: Sun's rastor image
- Date: Tue, 13 Aug 91 13:42:43 MST
- From: marvinl@amber.rc.arizona.edu (Marvin Landis)
-
- >I have a Sun IPC on my desk at work and I've seen some machines around
- >with a rastor image background. My intention is to render some project
- >related subjects from Imagine at home and then convert them to GIF,
- >send them to work and use them.
- >
- >My question is what is Sun's rastor format? All the docs say is rastor
- >and either 1 or 8 bit planes. Are there utilities to convert a GIF to
- >Sun's format?
-
- The best conversion programs around are part of the pbmplus package from
- Jef Poskanzer. There are programs in it to allow conversions from gif to
- sun format. If you need to do all kinds of file conversions, get this
- package, and compile it on your Sun (no Amiga version that I know of). It
- can be found in the /contrib directory of export.lcs.mit.edu (18.30.0.238).
-
- However another solution is to get a program called xv running on your
- Sun. It too can be found on export.lcs.mit.edu (xv.pl3.tar.Z). It will
- allow you to display gif files (no need to convert to Sun format) on the root
- window of your Sun, and also do various types of image processing (resize,
- crop, gamma correction, etc) on the image. The only problem with this solution
- is you need to be running X11 or Open Windows on your Sun.
-
- Everyone here at work likes to see my Imagine images, and since I don't have
- an Amiga here, showing the images on my Sun or our Silicon Graphics machine
- is the only solution I have. Both these programs offer different ways of
- doing just that.
-
- Hope this helps,
-
- Marvin Landis
- marvinl@amber.rc.arizona.edu
-
- ##
-
- Subject: Re: Sun's rastor image
- Date: Tue, 13 Aug 91 16:47:36 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > My question is what is Sun's rastor format? All the docs say is rastor
- > and either 1 or 8 bit planes. Are there utilities to convert a GIF to
- > Sun's format?
-
- Yes, both the pbmplus tools and fuzzy bitmap tools convert GIFs to and from
- Sun rasterfile format. The format itself is quite simple. Here is an include
- file that describes the format:
-
- /* rast.h - header file for Sun raster files
- **
- ** The format of a Sun raster file is as follows. First, a struct
- ** rasterfile. Note the 32-bit magic number at the beginning; this
- ** identifies the file type and lets you figure out whether you need
- ** to do little-endian / big-endian byte-swapping or not. (The PBMPLUS
- ** implementation does not do byte-swapping; instead, it reads all
- ** multi-byte values a byte at a time.)
- **
- ** After the struct is an optional colormap. If ras_maptype is RMT_NONE,
- ** no map is present; if it's RMT_EQUAL_RGB then the map consists of
- ** three unsigned-char arrays ras_maplength long, one each for r g and b.
- ** I don't know what RMT_RAW means. Black and white bitmaps are stored
- ** as ras_maptype == RMT_NONE and ras_depth == 1, with the bits stored
- ** eight to a byte MSB first.
- **
- ** Finally comes the image data. If ras_type is RT_OLD or RT_STANDARD,
- ** the data is just plain old uncompressed bytes, padded out to a multiple
- ** of 16 bits in each row. If ras_type is RT_BYTE_ENCODED, a run-length
- ** compression scheme is used: an escape-byte of 128 indicates a run;
- ** the next byte is a count, and the one after that is the byte to be
- ** replicated. The one exception to this is if the count is 1; then
- ** there is no third byte in the packet, it means to put a single 128
- ** in the data stream.
- */
-
- struct rasterfile {
- long ras_magic;
- #define RAS_MAGIC 0x59a66a95
- long ras_width;
- long ras_height;
- long ras_depth;
- long ras_length;
- long ras_type;
- #define RT_OLD 0 /* Raw pixrect image in 68000 byte order */
- #define RT_STANDARD 1 /* Raw pixrect image in 68000 byte order */
- #define RT_BYTE_ENCODED 2 /* Run-length compression of bytes */
- #define RT_FORMAT_RGB 3 /* XRGB or RGB instead of XBGR or BGR */
- #define RT_FORMAT_TIFF 4 /* tiff <-> standard rasterfile */
- #define RT_FORMAT_IFF 5 /* iff (TAAC format) <-> standard rasterfile */
- #define RT_EXPERIMENTAL 0xffff /* Reserved for testing */
- long ras_maptype;
- #define RMT_NONE 0
- #define RMT_EQUAL_RGB 1
- #define RMT_RAW 2
- long ras_maplength;
- };
-
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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: SUN Rasters
- Date: Tue, 13 Aug 91 17:23:25 EDT
- From: spworley@ATHENA.MIT.EDU
-
- John Rosner asks:
-
- >My question is what is Sun's rastor format? All the docs say is rastor
- >and either 1 or 8 bit planes. Are there utilities to convert a GIF to
- >Sun's format?
-
- The Sun rasterfile standard is documented on page 73 of the Sun
- PixRect Reference Manual. It's too long for me to type it in, but
- there are built in library functions for reading and writing them
- (like pr_dump_image() ) if you want to roll your own.
-
- Perry K. of ASDG mentioned to me a few months ago that ADPro will soon
- have a Sun Rasterfile module for reading and writing. Odds are it will
- show up in the 2.0 release in a few months.
-
- I don't know of any GIF converters for the Sun, but I'm SURE they
- exist. Try poking through Sun FTP sites or ask on comp.sys.sun.
-
- Hope this helps.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: Sun's rastor image
- Date: Tue, 13 Aug 91 17:41:05 -0400
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- marvinl@amber.rc.arizona.edu (Marvin Landis) writes:
- > The best conversion programs around are part of the pbmplus package from
- > Jef Poskanzer.
- > ... (no Amiga version that I know of).
-
- For those without TAD or TadPro (like me), pbmplus is indeed a very
- nice package. An Amiga version exists (I use it) and should be
- available via anonymous ftp from ab20.larc.nasa.gov [128.155.23.64]
- (grep the /FILES.Z for 'pbm'). Source can be found on pc.usl.edu
- [130.70.40.3] (last I checked, a while ago).
-
- ._. 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: Input on ideas for Imagine 2.0
- Date: Tue, 13 Aug 91 15:49:09 -0700
- From: A message from ********************************* Death to Chia Pets --CH <dcoteles@Bonnie.ICS.UCI.EDU>
-
- I wanted to start up some talk about how how Imagine could be improved. Here
- were some of the ideas I thought up of on the top of mi head::
-
- 1) Faster trace/scanline modes. Emphasis on speeding up the trace mode.
-
- 2) I would love to have acceleration/decceleration on all movements in the
- action editor. Accelerate/dec on alignment,position,zoom,size,morphing to
- another object whether it be on a path or by morphing.
- Imagine only has acc/dec on a path; it's too limiting when you want to
- create natural movement of the camera and/or objects.
-
- 3) Rid that color "solid" renedering for something better. I would love to
- see a "outline" rendering that only renders the outline of each object. These
- sort of rendering would be cool to import to Deluxe Paint and just "fill" in
- the outlines.(I can tell I didn't word this too well.....)
-
- 4) Add goraud shading as an option for objects.
-
- 5) Support for DCTV. (Yeah,right......)
-
- 6) AREXX support.
-
- 7)Support for faster modeling objects. As well as the "sphere" object, how
- about "half-sphere" object and "oval" objects. Even "half-oval" objects.
- Having an array of "curved" objects would render faster and be more effiecient
- that having to create a globe using a million polygons...
-
- 8) With "curved" objects like the "sphere", it would be great if it could
- stretched, morphed, "exploded", "f/x'ed", like any other object created
- with triangles.
-
- 9) Better stage editor. This suggestion is sort of vague, but Imagine's
- stage editor cannot compare with Lightwave's scene editor...yet. One
- suggestion is to find a better way to create a path...maybe create a seperate
- path editor...
-
- 10) Better use of" perspective" window.....I would suggest a mode in which
- the perspective window can show the object being created spinning around
- slowly so the creator can get a good look at all parts of the object being
- created....(Yeah, right)
-
- 11) How about being able to "scale" certain parts of an object, as opposed
- to being able to "scale" only the entire object. That would be great if
- you wanted to expand only the center part of a sphere, for example, so
- instead of a globe, it would look like a globe with a tube around it.
- (Trying to descibe these suggestions in pure text form is rather difficult..
- It's eaiser with a more graphic display.....)
-
- 12) How about a fog filter for the camera, or/and motion blur?
-
- 13)Objects created with splines would be radical....
-
- 14) The forms editor could use vast improvements if it is to be used
- as a better form of animating in 3-d.
-
- 15) Oh yeah....quicker display time in the perspective window when using
- the "solid" or "shaded" mode.
-
- As you can see, some of these suggestions are not thoroughly
- thought-out and some contradict each other. I just wrote off the top
- of mi head as I starting using the Imagine. Other suggestions or
- questions about what the #$%^ I'm talking about are welcome.
-
- [I'm tired......]
- A message from ********************************* "Death to Chia Pets"--CH
- C H I A H U N T E R |)________________________________
- aka David Cotelessa (((((((((((((||-------------------------------/
- Address: dcoteles@bonnie.ics.uci.edu |)r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r
-
- ##
-
- Subject: HAMvs. DCTV animation sizes for REAL
- Date: Wed, 14 Aug 91 09:17:00 -0400
- From: fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN)
-
- Bad typo on the 1st message-sorry about that.
-
- The 30 frame animation I did this weekend used pro-textures for a background
- and was rendered to both HAM NOLACE OVERSCAN and 352x240 3-bit DCTV. I figured
- that these would be more or less equivalent graphics modes. The HAM animation
- was assembled directly from Imagine, and because I didn't notice this little
- CLI program on my DCTV disk for conversion from IFF, the DCTV animation was
- assembled using GrabAnim (from Lights Camera Action) directly from the DCTV
- digitize program.
-
- File size for the HAM animation was 580k
- The DCTV animation was 370k
-
- Reasonably impressive difference I thought, of course GrabAnim might have
- duplicated a frame or two, makeing the difference even better.
-
- Moo.
- Frank Branham
-
- ##
-
- Subject: Re: Sun's rastor image
- Date: Wed, 14 Aug 91 14:32:41 -0400
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu> writes:
- > I used to have that (until my HD crash), but it didn't have support for
- > IFF 24 files. Do you know of a version that does?
-
- Two special iff24<->ppm programs exist and should be available on ab20.
- grep ab20's /FILES.Z for anything with ppm, iff, ilbm, or 24 in it.
-
- ._. 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: Sun's rastor image
- Date: Wed, 14 Aug 91 18:32:00 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu) writes:
- > Hi Mark,
- > I was wondering if you had any other great 24 bit pics like the one I have
- > that you already did (like the Blender one that MAST includes with the
- > ColorBurst). I haven't had too much time to play much, but I've gotten a
- > few new ones that look nice (one done with Real 3D). I'll be losing net
- > access in the next couple of weeks, and I'd really like to get any others
- > you have (and return the favor with a few of these) before I go. Any
- > chance of arranging that?
-
- Hi Rick,
-
- I have been mostly concentrating on modeling and animation and haven't
- had much time for any hi-perf stills. But I do have a test image from
- one of the most compute intensive per frame animations I have done.
- Its 24bits and is now on hubcap.clemson.edu in IMAGINE/PICTURES as:
- toy.room.lzh
- Here is the README file that accompanies it:
-
- Toy.room is a test still from an animation I did for Concurrent Computer
- using LightWave. In the animation the fan runs, the mobile of planes
- blows in the wind, the ball spins, the train runs across the floor,
- the spilled milk spreads across the floor, and the rattan basket bursts
- open while 50 colored lego building blocks fly out into the air and slowly
- settle down to form the logo "GA5000" (a soon to be released high speed
- graphics product that I worked on). With full shadowing, the 768x480 images
- took 2.3 hours per frame. It has not been single framed to video tape but
- instead is being played back in full 24bit color in real time on the GA5000
- and in 8bit color at close to 80 frames per second.
-
- This image is copyright 1991 Mark Thompson and may not be redistributed
- without my permission.
-
- I showed a DCTV version of the animation (in two segments) at Siggraph.
- In 3 bitplane mode it consumes 17M of RAM.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: Modelling, in more ways than one..
- Date: Fri, 16 Aug 91 18:37:26 EDT
- From: spworley@ATHENA.MIT.EDU
-
- A few people have asked how to make complex models like planes, cars,
- spaces stations, etc. from scratch. I actually wanted to write a
- tutorial on this, but it looks like I'll be busy with other things.
-
- Anyway, I'll give the basic gist. First, there is NO such thing as a
- complex model! The fanciest space station is just an assembly of a
- lot of SIMPLE parts. The more subparts, the more detail. The most
- detailed models I can think of, Mike Halvorson's robot, Glenn Lewis'
- steam engine, and my space station, all share one feature: they are a
- group (or heirarchy) with around 50 member objects! All of these models
- are avalable on hubcap; go take a look at them. You'll notice that the
- individual sub-objects are very simple in their own right.
-
- Mike Halvorson wrote once (I think in the Winter 1991 Impulse bulletin)
- that the way to build a model was to work on each piece at a time. Don't
- build an F16 straight, build it a piece at a time. A fuselage can come
- out of the Form editor, a wing can be extruded (and the other wing
- made from a mirror image copy), a jet exhaust can be spun. It is also
- much easier to give each of these sub-parts their own attributes and
- brushmaps, as opposed to working with a single object with many points
- that have to be hidden with "hide points". Another advantage is you
- can whip together a crude model, then selectively replace the parts with
- higher quality subsections later.
-
- One method for making models is very straightforward- go to your local
- hobby store and buy a plastic model kit of a cool plane. It's great!
- The parts are all scaled to the proper dimentions, they come in
- logical and convienient sub-parts, you have a physical model to
- MEASURE if you need to know exact sizes, and being able to hold the
- part in your hands and flip it over can give you an excellent image in
- your mind of how the shape looks in 3D. Making models from memory is
- certainly easy, but images tend to look weird and distorted, because
- proportions are slightly off, positions may vary, etc. Remember my
- dolphins?
-
- If you really want to learn how to model (grin), go ahead and BUY A KIT.
- They only cost about $10.00, and you can give it to your kids or a neighbor
- when you're done. (Or build it yourself!). Also, remember the kits
- come with COLOR DECALS that you can digitize and apply as brushmaps! Even
- without a digitizer you can use them as reference and recreate them in
- a paint program.
-
-
- It is lucky that a lot of the 3D models people want to play with
- (planes, cars, spaceships) are also the most popular plastic models.
- Get yourself a very fine ruler; I have one that has 50th's of an inch.
- You don't have to measure every single part every which way- it just
- helps if you're trying to create a very good copy. Another trick is
- that you can digitize the parts (in 2D) along their cross sections.
- You don't use these in actually building your 3D version, but you can
- leave the outlines (from converting from an IFF) around as a reference.
- Here you have to be careful of scale. And of course, some objects
- (like a flat, simple airplane wing) might be easily digitized then
- just extruded and faced.
-
- Those of you with USENET access might be interested in joining
- the group alt.models. It has a lot of posts that don't apply, but there
- are good discussions like "XXX has just released a new model of the
- F-19. It's very accurate, and I got it for $11.00".
-
- You are free to build objects any way you want, but if you want really
- professional results without much hassle, you can try the plastic model
- approach. Most models are of vehicles, though you can find some of
- the human body, of engines, and a few other weird objects. And for
- $10, you're not risking too much!
-
- Anyway, thought I might stimulate a few of you guys to start learning
- the Detail Editor. It's not so hard! And I find it just as much fun as
- making scenes and anims!
-
- -Steve
-
- PS: some people have mailed me about my promised tutorials. I've been
- busy working on a lot of other projects, and haven't had much time
- to work on them. But I will promise I'll start writing soon!
-
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: Modelling, in more ways than one..
- Date: Fri, 16 Aug 91 21:53:37 MDT
- From: churtt@isis.cs.du.edu (Chris Hurtt)
-
- Interesting, this is similar to the techinque I am using to try to
- make a Millenium Falcom object. I'm using my Kenner toy model and
- measuring the pieces. I need to invest in a better ruler though & also a
- fine protractor. I am may buy one of the Star Wars RPG rule books if it
- contains a fair amount of scaled cross sections of various ships, robots,
- etc.
- Chris
-
-
- ##
-
- Subject: Re: Human Head
- Date: Sat, 17 Aug 1991 01:40 MDT
- From: SL3B4@cc.usu.edu
-
- About the Human Head on hubcap...oops. I downloaded that obj. from portal
- and then rearchived it and uploaded it to hubcap. I thought I included the
- readme with it, but it seems I didn't, and I no longer have the readme
- myself. *sigh* If some kind soul also downloaded that file from portal and
- could upload the readme part of it I would appreciate it, I would rather not
- download it again, but if nobody does I will re-get it. Sorry for the screw
- up... Anyway, I seem to recall that the readme said that the object was
- distributed at siggraph if that is any help. :-\
-
- Thanks,
-
- John Z.
-
- ##
-
- Subject: Goodbye
- Date: Mon, 19 Aug 1991 14:10:33 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Sorry to post this to all, but I'm losing net access TODAY, so you won't
- be seeing much of me for a while (maybe if I can get back on through
- Portal in October). So, you can take me off the mailing list to avoid
- bounced mail.
-
- And to the rest of you....keep on rendering and if you want to talk
- to me (for some unGodly reason :-) feel free to give me a ring at (405)
- 364-2372 almost any time (up until the end of September).
-
- Later all.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: My day with Bob (or a new pic on Hubcap)
- Date: Tue, 20 Aug 91 11:20:05 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- Well the much talked about hurricane Bob did very little to my nearly
- coastal New England town. It did get me a day off work and although
- the power did go out, I had time enough to create a new pic for your
- viewing pleasure. It is a very good demonstration of simulated water
- in a swimming pool using LightWave. I plan on doing more work on it
- including adding more visual complexity to the scene but even in its
- current state it looked good enough to post (even a crappy HAM version).
- It is on hubcap.clemson.edu in an all new directory called:
- /pub/amiga/incoming/GRAPHICS/Pics/rendered/LightWave and the file is
- pool.lzh. Hope ya like it. By the way, the water looks spectacular when
- animated.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: Pool image on hubcap
- Date: Wed, 21 Aug 91 10:14:34 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- Since there was such a positive response to the pool image, I have updated
- it with a couple beach chairs, a picket fence, a beach ball, and shadows.
- It has been re-uploaded to hubcap.clemson.edu in the file:
- /pub/amiga/incoming/GRAPHICS/Pics/rendered/LightWave/pool.lzh
- The only thing I don't like about it is that shadows cast on a bump
- mapped surface don't conform to the bumps (since the bumps aren't really
- there). There are some papers that address this problem, but I would like
- to come up with a solution that is within the realm of LightWave or
- Imagine to fix. Anybody have some ideas they'd like to kick around?
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: Shadows and bump maps
- Date: Wed, 21 Aug 91 13:33:23 -0400
- From: fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN)
-
- The only way on earth I can think of doing shadows on a bump map is to first
- create a filter map with the shadows in place on the surface and apply that
- to the final object.
-
- Of course, this means placing the camera right above the pool, rendering
- the image with shadows and somehow lining up the shadows on the filter map
- for the water with where they should be.
-
- And this idea assumes that bump maps affect filter maps.
-
- And even then, it'd be a pain if you ever had moving objects.
- But you could animate the water.
-
-
- Moo.
- Frank Branham
-
- ##
-
- Subject: Re: Shadows and bump maps
- Date: Wed, 21 Aug 91 16:40:09 -0400
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- Another method, which would be difficult (if not impossible) to apply
- to non-flat objects, but would work well on flat objects such as
- water, would involve using the bump map iff/ilbm to create the actual
- surface as a wire-mesh. Using Glenn's TTDDD package it would be a
- snap to create the Imagine object.
- Scaling in the Z dimension could make for mountains or soft
- hills ... Hmmm, maybe I can find some time to work on that ... Anyone
- else want to take the bait?
-
- ._. 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: Pool Pic Bump Map
- Date: Wed, 21 Aug 91 17:38:32 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Marc Thompson writes:
-
- >The only thing I don't like about it is that shadows cast on a bump
- >mapped surface don't conform to the bumps (since the bumps aren't really
- >there). There are some papers that address this problem, but I would like
- >to come up with a solution that is within the realm of LightWave or
- >Imagine to fix. Anybody have some ideas they'd like to kick around?
-
- There are a couple of solutions, though I don't know how successful
- they'll be. The most logical is probably to try to soften the shadow
- edge as much as you can, so that it's not a ruler straight line that
- doesn't follow the apparent contours. (Lightwave has soft shadows,
- yes?) If the built in soft shadows aren't blurry enough, try replacing
- each light with a cluster of three light sources of 1/3 the intensity.
- That will soften the shadows and also give you control over the amount
- of shadow-edge blurring just by moving the lights closer or further
- apart. This technique can be used in Imagine as well.
-
- So Mark, there isn't any way to change the renderer: the shadows are
- going to be projected on a flat plane. Unless you replace your water with
- a real height surface (ugh!) you have to live with the broken shadow edge.
- The best you can do is hide it by blurring the edge (as described above)
- or manipulating the scene and camera to minimize it's appearance.
-
- Good Luck!
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
-
-
- ##
-
- Subject: Re: Lighting
- Date: Wed, 21 Aug 91 16:26:19 EDT
- From: caleb@cbmtor.commodore.com (Caleb J. Howard (Product Support))
-
- > Lighting is kinda tricky. You say that a desk light works, but other
- > "ambient" lights aren't strong enough. My guess is that you have these
- > lights set to "Decrease Intensity with Distance", which gives them a
-
- I checked this, and no, that checkbox is off on the other light.
- What I have is a desk lamp model of a tensor ring flourescent lamp with
- a torus object being a 'bright' and luminescent object with 255 for all
- light levels and non deminishing shadow casting features set. Apart from
- this, I have a second generic light source at a different angle and closer
- to the camera, also non-deminishing, but non-shadow-casting, and light levels
- set all to 255. The only other light I have is in the world action area.
- I've tried levels from 0-255 in increments of ten, and it goes from dark
- to washed out with nothing acceptable in between. The odd thing is that
- before I added the desk lamp object, it was fine with just one source and
- 150 for the world action light settings. I added the lamp (and a wall to
- place behind the lamp) and the light went dark. Frustrating to say the
- least.
-
- I have been using Imagine for quite awhile, and TS before it, and this problem
- has not previously manifested. Perhaps it has to do with an all-steel scene?
-
- On another note, I've used DCTV, Firecracker, and Colourburst (briefly).
- All else being equal, The Firecracker had the picture that I preferred.
- Unfortunately, that's an expensive picture in comparison to the other two.
-
- Anyhow, cheers! Thanks for the advice... I'll keep trying with my lights.
- -caleb
-
-
- ##
-
- Subject: Bob? No problem.
- Date: Wed, 21 Aug 91 18:06:15 EDT
- From: spworley@ATHENA.MIT.EDU
-
- The MIT server is back and working just fine as of early Tuesday morning.
-
- I added over 20 people this week (and removed 5) as school starts up
- again and students change accounts. Remember that we lost almost 40
- members when school let up before; I expect we'll get even more than
- that back. Current list membership is 156, and we've had 1227
- postings as of this morning. There have been 73 posts in the past 14
- days, so we have an average of abouy 6 posts per day.
-
- Since a lot of people will be added to the list in the next few weeks,
- please bear with the bounces you might get when posting... eventually
- the bad addresses will weed themselves out. We are also getting a lot
- of members from Portal; I'd like to especially welcome Louis Markoya
- and Brad Schenck to the list.
-
- I'm posting the obligitory "welcome to the list" message, so you might want
- to kill it if you've read it already.
-
- Keep on rendering!
-
- -Steve
-
- "If you're not always running out of memory, you're not trying hard
- enough."
- -BWS-
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: Shadows and bump maps
- Date: Wed, 21 Aug 91 16:31:53 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- Frank Branham writes:
- > The only way on earth I can think of doing shadows on a bump map is to first
- > create a filter map with the shadows in place on the surface and apply that
- > to the final object.
-
- This is exactly what I had planned on trying this evening but didn't
- realize it until I reread your message and remembered that Imagine refers
- to transparency maps as filter maps.
-
- > And this idea assumes that bump maps affect filter maps.
-
- I don't think they do, but I will check.
-
- > And even then, it'd be a pain if you ever had moving objects.
- > But you could animate the water.
-
- Yeah, I'll worry about that later.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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: Moving Star Fields
- Date: Wed, 21 Aug 91 21:41 PDT
- From: "Ivan I." <ESRLPDI%MVS.OAC.UCLA.EDU@mitvma.mit.edu>
-
- I'm posting this for a sysop without bitnet access who posted this on his board
- and I'm kind of curious about it as well although I haven't had the time to giv
- e it a try:
-
- Anyone figure out a way to create a moving star field? I've played with two
- large globes with a IFF of a star pattern on each, but it doesn't seem to work.
- I want to create a moving star field that I can fly around in. Any ideas?
-
- I presume that he means the somewhat inaccurate effect from Star Trek of stars
- zipping past the ship on the bridge screen, but perhaps it's something less
- drastic. Any suggestions would be appreciated.
-
- Ivan I
- esrlpdi@uclamvs
-
- ##
-
- Subject: re: Moving Starfields
- Date: Wed, 21 Aug 91 23:26:11 PDT
- From: tucker@cs.unr.edu (Aaron Tucker)
-
- One way to make a moving starfield in an animation (assuming this is an
- ANIM OP 5 format) is to load the anim into DPAINT. Then, using Kara's
- Starfields, you can use a stencil to place them behind your image. Of course,
- you will have to have enough RAM to load the anim in as an ANIMBRUSH. This
- should theoretically work, although I haven't tried it. BTW, when you render,
- you should use the Genlock Background option in the Action/Global menu.
-
- Another way, maybe easier, would be to load up the KARA Starfield Anim
- into DPAINT, then save them out as separate frames. Then use the feature of
- IMAGINE to Flat X Flat Z wrap them onto a plane using all the frames in an
- animation. Get my drift?
-
- Anybody else think of any other solutions?
-
-
- Juan Trevino
- tucker@mammoth.cs.unr.edu
-
-
- ##
-
- Subject: Re: Moving Star Fields
- Date: Thu, 22 Aug 91 11:31:32 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- >Anyone figure out a way to create a moving star field? I've played with two
- >large globes with a IFF of a star pattern on each, but it doesn't seem to work
- >I want to create a moving star field that I can fly around in. Any ideas?
-
- The method I use is to create a 3D volume of stars. This 'universe' is MANY
- times larger (100x to 1000x) than the 'ship' that is flying through it.
- The stars are a combination of single point polygons (particles in LightWave)
- and crude spheres (20 or less polygons). To make the creation task less
- tedious, I'll create a couple small star volumes and randomly replicate
- them (with various amounts of scaling and rotation) all over the universe.
- The only tricky part is making sure you don't fly into anything in your
- animation :-) If the ship will be merely flying straight, The starfield
- can be greatly constrained to reduce polygon count. In both cases, a "distant
- stars picture" can be mapped to a surface at the universe limits to emulate
- bodies your ship will never reach. This allows your star volume to be less
- dense while still yielding a visually interesting "galactic view". The only
- thing I am not sure about is how well this will work in Imagine since its
- render times seem to be heavily tied to object/world size.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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: Brush map axis placemrnt
- Date: Thu, 22 Aug 91 12:26:23 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Mariano Sanchez writes:
-
- >Hello for all, this is my first posting to this list. As a new user of
- >Imagine I'm trying to do brush mapping with results that look terrible. I've
- >read hundreds of messages of this list and I found them fantastic, but after
- >all I still have my problem, here it is:
- >I'm trying to do a FLAT X FLAT Z color map in a plane, as you said in some
- >messages I edited the axis to make the possitive parts of the Z and X axes
- >as large as the plane and moved it to the lower left corner. After it i went
- >to the stage editor, place the camera in front of the plane, add a ligth and
- >went to project editor for rendering. The results were a total surprise, the
- >plane looked pretty with this mix of white triangles and triangles colored
- >with the image of the brush.
-
- The problem you're hitting is called a "digital bounce". Remember that
- flat brush maps have DEPTH, as defined by the Y axis. This depth tells
- Imagine where to apply the brush in the Y direction, so that you could
- apply a map to one side of object but not the other. What's happening
- is that the volume that the brush map is applied to (defined by the
- brush map XYZ axes) ends RIGHT on your flat plane, so Imagine is
- confused whether to map the brush onto the plane or not.
-
- The solution is to move the brush map axis OFF of the plane in the Y
- direction. If you're plane is shown in the Front view, the Top view
- should show an edge on perspective of your plane. Here's a cheesy
- diagram showing how the brush map axis should be placed. NOTE THE Y
- AXIS PASSES THROUGH THE Y POSITION OF THE PLANE.
-
- ^ Y CORRECT
- |
- |----------- <- plane you are mappping
- |
- +-----------> X
- Brush map axis
-
-
-
-
- ^ Y INCORRECT
- |
- +----------- <- plane you are mappping
- ^
- Brush map axis (right on top of plane)
-
- The brush map axis should NOT lie ON the plane.
-
-
- Also notice the X size is a tad larger than the plane, so that the picture will
- cover the whole thing.
-
- Hope this helps.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
-
- ##
-
- Subject: Semi-Tractor Object
- Date: Thu, 22 Aug 91 11:38:12 -0700
- From: mcinnis@lll-crg.llnl.gov ( James McInnis)
-
- I've put my Semi-Tractor object on hubcap. Its in the Imagine/OBJECTS directory
- and is called Semi-Tractor.lzh. There is also a picture in PICTURES called
- Semi-Pix.lzh. I've got a trailer that needs some work and may be forthcoming
- at some point.
-
- Jim
-
-
- ##
-
- Subject: Imagine / LightWave
- Date: Fri, 23 Aug 91 09:08:49 -0400
- From: brian@grebyn.com (Brian Bishop)
-
-
-
- Since I am getting that itch for a new computer toy again, I thought I might
- save up my pennies (and dollars) toward a video toaster, since I have heard a
- lot of neat things about LightWave. After reading the article in Amazing, I
- was surprised to learn that it is NOT a raytracer, causing you to go through
- some interesting gyrations to get relatively 'simple' raytracing effects
- (making a first shot picture of a scene to reflect-map to a 'mirrored' sphere).
- Other aspects of LightWave do look interesting (Nifty fog/smoke effects
- fractal noise, etc.)
-
- Could someone using both please outline the advantages og LightWave? Would it
- justify the purchase of a toaster ?? (Or should I save up for a Firecracker
- instead - FC + monitor = toaster) How's the animation capabilities of the
- video toaster? Would a combo of Imagine for modelling and LightWave for
- rendering be ideal? How much faster is LightWave???
-
-
- Mr. Curious
-
- ---
-
- Brian Bishop, Software Engineer, Zyga Corporation
-
- (brian@grebyn.com) "This one is for the eyes of the other dogs to come."
-
-
-
- ##
-
- Subject: The Wish List
- Date: Fri, 23 Aug 91 13:41:59 -0700
- From: echadez@carl.org (Edward Chadez)
-
- We've been talking about features we'd like to see in future editions if
- Imagine.
-
- Mark Thompson, Lightwave user, highlights some features of Lightwave that
- can easily be considered features that __I__ would like to see in Imagine.
- Here's his quote:
-
- On Aug 23, 3:36pm, Mark Thompson wrote:
- } Subject: Re: Imagine / LightWave
-
- [stuff deleted]
-
- }
- } I do not use Imagine but I have played with it. A list of LightWave
- } advantages would include: great user interface, fast rendering time,
- } excellent surfaces/textures with animation, single frame animation support,
- } object fade, image compositing, glows, spline keyframe interpolation, a
- } fairly good manual (sorry, hitting below the belt :-), particle system
- } support, polygons instead of triangles, soft lighting (definable penumbra),
- } fog, and background/foreground images to name a few.
-
- Mark goes on to mention some of Lightwave's eleborate animation features,
- including magnet and twisting, and spline and a whole bunch of stuff that
- would easily fit into Imagine's F/X department.
-
- }
- } %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- } % ` ' 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 %
- } % %
- } ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }
- }-- End of excerpt from Mark Thompson
-
- TurboSilver had a fog/smoke/haze feature, and Impulse chose not to carry
- that over to Imagine. Support for X-Specs also didn't make the big leap.
-
- I would really like to see Impulse take those features Mark mentions above
- about Lightwave, and add them to future editions.
-
-
- -Edward Chadez
-
- --
- +--//-----------------------------------------------------------------------+
- |\X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319|
- +---------------------------------------------------------------------------+
-
- ##
-
- Subject: Re: Imagine / LightWave
- Date: Fri, 23 Aug 91 15:36:53 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- brian@grebyn.com (Brian Bishop) writes:
- > Since I am getting that itch for a new computer toy again, I thought I might
- > save up my pennies (and dollars) toward a video toaster, since I have heard a
- > lot of neat things about LightWave.
-
- I got my Toaster just for LightWave, but everything else that comes with it
- is a GREAT bonus :-)
-
- > After reading the article in Amazing, I was surprised to learn that it is
- > NOT a raytracer, causing you to go through some interesting gyrations to
- > get relatively 'simple' raytracing effects (making a first shot picture of
- > a scene to reflect-map to a mirrored sphere).
-
- Well I wrote that article, I hope you enjoyed it. The key thing to remember
- is that in most realistic scenes, there are VERY few instances where highly
- accurate reflection is needed. In most instances, simple reflection
- mapping will suffice (as opposed to the elaborate method used on the sphere
- in the article). I should also mention however that the forthcoming release
- of LightWave is planned to include selectable raytraced refraction and
- reflection.
-
- > Other aspects of LightWave do look interesting (Nifty fog/smoke effects
- > fractal noise, etc.)
-
- Special effects is one of LightWave's greatest strengths.
-
- > Could someone using both please outline the advantages of LightWave?
-
- I do not use Imagine but I have played with it. A list of LightWave
- advantages would include: great user interface, fast rendering time,
- excellent surfaces/textures with animation, single frame animation support,
- object fade, image compositing, glows, spline keyframe interpolation, a
- fairly good manual (sorry, hitting below the belt :-), particle system
- support, polygons instead of triangles, soft lighting (definable penumbra),
- fog, and background/foreground images to name a few.
-
- > Would it justify the purchase of a toaster ?? (Or should I save up for
- > a Firecracker instead - FC + monitor = toaster)
-
- Depends on what you want to do. If you are doing animation for video, I feel
- the Toaster is a much better choice. If you just want to display pretty
- pictures as best you possibly can, then the Firecracker is probably for you.
- I know people who have and use both.
-
- > How's the animation capabilities of the video toaster? Would a combo of
- > Imagine for modelling and LightWave for rendering be ideal? How much
- > faster is LightWave???
-
- Animation in LightWave is both good and bad. It has one of the most elegant
- interfaces for setting up your animation, it is so intuitive and interactive.
- It is considered by many to be the best part of LightWave. However, it
- currently is only well suited to more mechanical animation (translations,
- rotations, and scaling) using spline or linear interpolation between key
- frames. However more fluid/organic manipulations (twisting, bending, and
- other contortions) must be done through morphing. There are plans to change
- all that, but that is not in the immediate future. The 1.0 version of the
- modeler is definitely lacking. However, the soon to be released 2.0 is
- greatly improved adding twist, tapers, bend, magnet, cross sections,
- subdivide, better object statistics, perspective view point/surface
- selection, moving solid perspective, and many other features. But since
- you already have Imagine, it does make a nice companion modeler. Each
- has its strengths and weaknesses. What I have really come to depend on in
- the LightWave modeler is the multiple layers. They allow you to build up
- complex objects in separate pieces simultaneously while providing a view
- of the piece you are currently working on and/or any of the other layers.
-
- As for rendering speed, no real benchmarks exist. It would be unfair to
- compare LightWave's normal render to Imagine's raytrace time, LightWave
- is MANY times faster. A more reasonable comparison would be LightWave to
- Imagine scanline mode. Some rudimentary tests seem to indicate that
- LightWave is anywhere from 1x to 2x faster than Imagine scanline. However,
- LightWave 1.0 with all shadowing enabled and full antialiasing can come
- close to Imagine trace times. If you would like to run a couple benchmarks,
- I'd be willing to participate.
-
- As for which package is better, there is no answer. Both are good in there
- own respect and which is best is heavily based on individual preferences.
- For me, LightWave is the easiest and fastest to use and accomplishes most of
- the effects I need. If you have seen some of my pictures, you realize that
- even without raytracing, spectacular realism is possible. If you haven't,
- contact NewTek and ask for a copy of their demo tape. And I think many will
- agree that adding a Toaster and LightWave to an Imagine animators tool box
- greatly enhances their capabilities.
-
- Well thats my slant on the topic, hope it 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: Brushmaps and plastic model decals
- Date: Fri, 23 Aug 91 17:39:49 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Continued my model quest; I found a GREAT local hobby store. Bought a
- DC-10 and a ST:TNG model... maybe I'll actually have time to
- model them in Imagine soon. The best toys I found at the hobby shop were
- in a bin of old decals; you can buy them seperately from the models. I
- found NASA logos, F16 markings, USAF & USA logos, lots of stock-car style
- commercial logos, a couple of the stencil-like fonts you see as the
- tail numbers of aircraft, and lotsa other fun toys.
-
- I spent about an hour digitizing some of them, and they look great!
- One problem is the decals are clear film with opaque markings, mounted
- on white paper. It's easy to digitize the black, red, and blue colors,
- but some of the decals are white and the image is absolutely invisible
- against the white paper background. I'm going to have to cut these
- decals out and apply them to a piece of black plastic or something to
- digitize them. This is annoying because it's a lot of messy work and
- the decals are obviously used up- I hope to give most of the unused
- (but digitized!) decals away to some other modeller (plastic or
- computer) when I'm through.
-
- One problem is the size of the decals. Some are VERY detailed with
- features easily smaller than 1/100 of an inch. I'm using Digiview and
- a Panasonic 1410 B/W camera to digitize them. I had to crank the focus
- adjustment screw ALL of the way in to get it to focus on the small
- details, and even them I couldn't move the camera much closer than 5"
- to the decal. An Epson flatbed scanner might excel at this, though, if
- the glossy media doesn't throw it off. Harv, want to experiment?
-
- Anyway, just wanted to tell everyone about this new source of fun
- detailling. I'm sure I don't have to say how much a well placed
- detail can enhance a model, and these model decals are perfectly
- designed for, well, detailling models.
-
- For those interested, the store is "The Hobby Store" in the San
- Antonio Mall in Mountain View, CA. Shelves and shelves and shelves of
- models.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
-
-
- ##
-
- Subject: Re: Imagine / LightWave
- Date: Sat, 24 Aug 91 07:57:59 EDT
- From: bobl@graphics.rent.com (Bob Lindabury - SysAdm)
-
- Mark Thompson <rutgers!westford.ccur.com!mark> writes:
-
- > selection, moving solid perspective, and many other features. But since
- > you already have Imagine, it does make a nice companion modeler. Each
- > has its strengths and weaknesses. What I have really come to depend on in
- > the LightWave modeler is the multiple layers. They allow you to build up
- > complex objects in separate pieces simultaneously while providing a view
- > of the piece you are currently working on and/or any of the other layers.
-
- Am I mistaken of isn't the Imagine Detail editor (modeller) just a
- triangle modeller? Doesn't it create a wee bit too many polygons
- when modelling for Lightwave? I know in the Modeler 3D that you have
- a choice of triangles or polygons but I haven't seen such a selector
- in Imagine's Detail editor. Is this feature somewhere?
-
- When I model for a local production company in Imagine for Lightwave,
- they complain that the objects are made up of too many points and
- triangles. Is there an easy way to point-reduce these objects in
- Modeler 3D? I just want to make them as efficient as possible for
- Lightwave rendering.
-
- -- 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: More model info
- Date: Sat, 24 Aug 91 15:51:27 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Brian Reynolds passed this info to me:
-
- --------
- Micro-Scale (they may be calling themselves Super Scale now, I
- think) makes decal sets for aircraft (military, and civilian
- airliners), ships (military), and military ground vehicles. You can
- find decals for race cars advertised in the specialty model car
- magazines (e.g., Scale Auto Enthusiast). Several model magazines
- (e.g., Fine Scale Modeler) also publish 3 view plans (sometimes
- including cross sections). I just ordered a set of plans for the
- "2001: A Space Odyessy" space craft from a science fiction specialty
- shop (Star Tech). They also have a lot of Star Trek and (some) Star
- Wars plans. Overall plastic models are pretty good source of data. I
- just wish I had a 3D volume scanner to read the data in. :)
-
- Brian Reynolds "... a drone from sector 7G."
- Fusion Systems Group
- reynolds@fsg.com -or- ...!uupsi!fsg!reynolds
- ------
-
- I finished a quick version of a 767 from the model I bought, and the decals
- turned out great! I still have to do small details like windows and landing
- gear, but the big "Delta" logo on the side gives the image a REAL touch of
- class.
-
- Thanks fo the info, Brian. Plastic models and decals are even a richer source
- of toys than I expected.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
-
-
-
-
- ##
-
- Subject: Imagine's Wish List
- Date: Sat, 24 Aug 91 11:35:49 -0700
- From: A message from ************************** Looking for Mokkori-Chan's --MH <dcoteles@Bonnie.ICS.UCI.EDU>
-
- Let's face it; We wnat Imagine to work like Lightwave. But Imagine has
- some features that I prefer over Lightwave. But anyways, here's
- a more defined list of what I would like.
-
- 1)Using polygons instead of triangles (a la Lightwave).
- 2) Supoort for Gouraud Shading.
- 3)ARexx Interface
- 4)Splines would be great.
- 5) Motion Blur. (maybe as F/X feature)
- 6) Suport more than one F/X on an object.
- 7)A Fractal Cloud Texture.
- 8) Is there a way to implement a one-point polygon? (a la Lightwave)
- 9)De/Acceleration on morphing and tweening.
- 10) a "outline" rendering mode that would only render the "outlines" of the
- moving objects.
- 11) Filters for the camera(like fog)
- 12) Better Star Field Density.
- 13) Let the GLOBALS use TEXTURES.
-
- Having a 3000, I have to wait for Lightwave and the Toaster.(sigh)
- But after using Lightwave a little, I felt a bit more comfortable with
- Imagine. I would, however, want to see the later version of Lightwave (like
- 2.0) and try it out.
-
- But does anyone think that Imagine 2.0 (when it comes out) will be comparable
- to the Lightwave? "Curiouser and Curiouser......."
- A message from **************************"Looking for Mokkori-Chan's"--MH
- M O K K O R I H U N T E R |)________________________________
- aka David Cotelessa (((((((((((((||-------------------------------/
- Address: dcoteles@bonnie.ics.uci.edu |)r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r
-
- ##
-
- Subject: General Comments
- Date: Sun, 25 Aug 91 02:21:49 EDT
- From: levan@theory.TC.CORNELL.EDU (Linda J. LeVan)
-
- This is my first upload of mail so I hope it gets there. Anyway as a new
- subscriber, and relatively new imagine user, I have some observations:
- 1) the use of the Director program from Right answers group can be invaluable
- for constructing animations from frames saved in ILBM (vs. 8svx) format.
- I have rendered the same 45 frame HAM animation in Imagine in both formats
- for frames and animations and it seems that the ILBM and .ANIM formats have
- decided advantages in load speed, compression, and portability that are
- amplified considerably by the Directors .anim manipulation abilities.
- The impulse proprietary formats were "explained" by product suppport guys
- to be faster to uncompress, which is not too suprising since the impulse
- anim files were larger than the pictures they were supposedly compressing.
- This makes no sense. They also took dozens of time longer to load. Unless
- I'm missing something, the standard formats are vastly superior and the
- Director can handle the pingponging and looping that Impulse claims are
- deficient in the standard iff formats. I believe there are Public Domain
- .anim creators that can do likewise.
-
- 20
- 2) I keep seeing the phrase "hitting below the belt" in reference to
- Imagine documentation. This mailing list is already a lifesaver, but even
- the most minimal additions to the manuals regarding operation (or even just
- the logic behind it), would be appreciated. If the manual is inadequate,
- why not say so? The product support (in my experience) is either great or
- insulting depending on which (of two?) people pick up the phone. One guy
- is extremely helpful, and the other just (presumably a programmer rather
- than PR guy) just tells you to figure it out for yourself. In some cases
- this is probably justified, but a well-placed word can sometimes save days
- of experimentation.
-
- 3) In view of point #2, I would like to FTP some of the previous doc summaries
- from this mailing list, but am a little unclear about the procedure. How about
- a (re?)post summarizing how to search and receive older postings, or more
- summaries to BIX etc. besides the "FormsTutorial" and "compendium" (1 file)
- that I got from the late Plink board, which is how I found out about this
- mailing list. Thank You very much.
-
-
-
- ##
-
- Subject: Help me....
- Date: 25 Aug 91 19:03:00 EST
- From: "SYSTEM MANAGER" <manes@vger.nsu.edu>
-
- Greetings!
-
- Folks I am having trouble understanding why my letter A object does not
- extrude correctly. At least it does not seem correct to me. I uploaded
- my A outline with the faces to hubcap in the MISC area. If anyone could
- take the time to download it and tell me why when I look at the letter from
- the bottom does the middle part not extrude?
-
- Thanks!
-
- -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: Imagine / LightWave
- Date: Sun, 25 Aug 91 22:02:21 EDT
- From: jandreas@graphics.rent.com (Jason Andreas)
-
- rutgers!graphics.rent.com!bobl (Bob Lindabury - SysAdm) writes:
-
- > Mark Thompson <rutgers!westford.ccur.com!mark> writes:
- >
- > > selection, moving solid perspective, and many other features. But since
- > > you already have Imagine, it does make a nice companion modeler. Each
- > > has its strengths and weaknesses. What I have really come to depend on in
- > > the LightWave modeler is the multiple layers. They allow you to build up
- > > complex objects in separate pieces simultaneously while providing a view
- > > of the piece you are currently working on and/or any of the other layers.
- >
- > Am I mistaken of isn't the Imagine Detail editor (modeller) just a
- > triangle modeller? Doesn't it create a wee bit too many polygons
- > when modelling for Lightwave? I know in the Modeler 3D that you have
- > a choice of triangles or polygons but I haven't seen such a selector
- > in Imagine's Detail editor. Is this feature somewhere?
- >
- > When I model for a local production company in Imagine for Lightwave,
- > they complain that the objects are made up of too many points and
- > triangles. Is there an easy way to point-reduce these objects in
- > Modeler 3D? I just want to make them as efficient as possible for
- > Lightwave rendering.
- >
- > -- 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
-
- With I believe the turbo silver interchange disk, comes a point reduce
- tool.
-
-
- ##
-
- Subject: Imagine Wish List
- Date: Mon, 26 Aug 91 11:34:54 EET DST
- From: Juha Kallioinen <s37804r@puukko.hut.fi>
-
- I just thought of a thing, which I would like to see in a future Imagine..
- And that is the ability to cancel rendering and then later continue it
- from where you earlier cancelled.
-
- I have now rendered an Image for about 35 hours, and it still is only 75%
- complete{, and I would have liked to do something else with my machine at
- that time, too.
-
- Well, the long rendering time could be caused by my "turbo-boosted" A500
- with a 68010 in it :) .
-
- If the image turns out to be any good, I'll upload it to hubcap, it is a
- room with large mirrors, I first wanted to add it to the Room Project, but
- after fiddling with details for a while, I got mixed up with the scale,
- so this one will not be included in the roomproject.
-
- Bye
- -Juha
- --
- o------------------------o-----o-------------------------------------------o
- | s37804r@puukko.hut.fi / __ | Those who can't write, write manuals. |
- | Juha Kallioinen / __/// | |
- o---------------------o \\X/ o-------------------------------------------o
-
- ##
-
- Subject: Re: Imagine's Wish List
- Date: Mon, 26 Aug 91 09:32:15 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- David Cotelessa writes:
- > Let's face it; We wnat Imagine to work like Lightwave. But Imagine has
- > some features that I prefer over Lightwave.
-
- I definately agree. I certainly wouldn't mind having boolean operations
- in LightWave as well as something akin to the Forms editor.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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: General Comments
- Date: Mon, 26 Aug 91 09:55:52 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- Linda J. LeVan writes:
- > 2) I keep seeing the phrase "hitting below the belt" in reference to
- > Imagine documentation. This mailing list is already a lifesaver, but even
- > the most minimal additions to the manuals regarding operation (or even just
- > the logic behind it), would be appreciated. If the manual is inadequate,
- > why not say so?
-
- Well, Impulse is more than aware of that fact. In fact we all had a chuckle
- or two giving Rick Rodriguez (the author of the manual) a hard time about
- it at Siggraph. One of the big reason's the manual is the way it is, is
- because Rick was never givin a stable product to document (the program
- changed rapidly). Also, Rick said that Imagine was basically rushed out
- the door before it was really ready (the 0.9 release) so that LightWave
- wouldn't beat them to market (not to mention all the people that were
- begging for a program regardless of how finnished it was). Rick has since
- done a video that I am told is much more informative than the manual.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' 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: MirrorRoom
- Date: Mon, 26 Aug 91 18:32:54 EET DST
- From: Juha Kallioinen <s37804r@puukko.hut.fi>
-
- I just put my newest rendering at hubcap. It's in directory
- /pub/amiga/incoming/IMAGINE/PICTURES/
-
- the packet is MirrorRoom.lzh , and the image is of a room with mirrored
- windows. Size is 320x512xHAM . Rendered in trace mode with Imagine.
-
- Comments, please .
-
- --
- o------------------------o-----o-------------------------------------------o
- | s37804r@puukko.hut.fi / __ | Those who can't write, write manuals. |
- | Juha Kallioinen / __/// | |
- o---------------------o \\X/ o-------------------------------------------o
- o---------------------o \\X/ o-------------------------------------------o
-