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IMAGINE archive: collected off of Imagine@email.sp.paramax.com ARCHIVE XXXIII Feb. 26 '93 - Mar. 10 '93 If you have questions or problems with this file, email Marvin Landis at marvinl@amber.rc.arizona.edu note: each message seperated by a '##' &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Subject: Re: Babylon 5 Date: 26 Feb 93 13:35:47 EST From: dtiberio@xamiga.linet.org (David Tiberio) (David Tiberio) In an article, src4src!mcdhup!rutgers!gcx1.ssd.csd.harris.com!srp (Stephen Piet >I'm told that Allen Hastings and Stuart Ferguson also make cameos, but I >didn't >catch where. > >srp Well, someone said that Hasting's arm was used, as an alien... the only significant arm scene I remember is when Kosh got the poison... -------------------- Via Amiga Graphics BBS (516) 473-6351 -------------------- David Tiberio // Amiga Graphics BBS (516) 473-6351 dtiberio@xamiga.linet.org // NO SUPRA MODEMS --- BY POPULAR REQUEST Long Island, New York \X/ USENET - 3D - Music - Fonts - Pics - Utils -- ## Subject: Re: Vivid24, Editmaster, anyone owns this stuff already ??? Date: Fri, 26 Feb 93 11:02:53 EST From: Mark Thompson <mark@westford.ccur.com> > Last question: > true color video. In fact, does the Editmaster also display anything > or does this board only compression stuff ? Well it has video input and output and if you hook either up to a video monitor you will see your video. Note that Editmaster only compresses incoming video. If you have a hard drive full of rendered imagery, you will need one of the various image processing packages available to do the compression. Once the sequence is compressed, Editmaster should be able to play it back in real time. %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~% % ` ' 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: Amiga 1200 Date: Mon, 1 Mar 1993 09:47:00 +0000 From: "Christopher (C.) Arthur" <carthur@bnr.ca> > Power up? All I know is that I got a mailer from the only Amiga dealer in Dallas mentioning some deal with the 1200 for $549 dollars, or somthing like that. Now that I think about it, that could be the suggested retail price, for all I know. I never have trusted that dealer. Christopher Arthur amadaeus@ccwf.cc.utexas.edu carthur@bnr.ca ## Subject: Re: Imagine Gazette (HA HA HA) Date: Mon, 1 Mar 93 11:15:05 CST From: drrogers@camelot.b24a.ingr.com (Dale R. Rogers) This is only my opinion so excuse my ramblings. | |But I digress. WHAT THE HELL IS THIS CRAP! I *know* that |Impulse aren't the most businesslike people around but |this thing is real garbage. Spelling checkers? Pah! Grammar |checkers? Pah! (Or are the rules of American grammar now made |by random number generators?) | |What Impulse seem to need is a REALITY CHECKER. I mean, get |real guys. Do you *REALLY* expect to make serious inroads |into the (already) crowded PC market place with stuff like this? |PC (and Mac users too) will treat it with contempt. | |Take a leaf out of Centaur's book. Start a BBS, listen to |your customers. Treat them like living, breathing, THINKING, |people. | |Look - I've got a spelling checker here if you really don't |have one at Impulse. E-mail me the text and I'll run it through. |But PLEASE - don't waste trees with stuff like this again. HA HA HA. Stop. I'm laughing so hard my sides are splitting. As a coworker of mine from Canada just said, "You can sell anything in this country". BTW I agree with you... we waste enough trees as it is. | |Sad to say, but without folks like Steve Worley propping it up, |Imagine (great program though it is - I use it almost every day) |would probably be down the tubes. Poor manuals, indifferent |Tech support (at least in my limited experience) and now this. I agree. | |I hate to be negative about stuff like this - after all it |affects MY livelihood too - but I really just couldn't let |this one pass. Yeah... I try to live by the maxim "live and let live", but I must say it does nothing for my confidence to use a product created in an environment with this mind set. It gives me the feeling like the company is run by hackers with more interest in skate boards, comic books, and video games than producing a production tool for professional quality 3D animation. I don't have a toaster. But I don't get the feeling that NEWTEK has an amateurish mindset about the Amiga. It makes me question the quality of this new "mystery box" that Impulse is considering marketing. Is it a professional quality tool, or an expensive toy? Impulse. Are you guys serious about your product? Maybe it's just a marketing blunder. I don't know. Other products are offering an entry level "change products" price for there software. I'll wait and see what Impulse does before making any decisions. _____________________________^_____________________________ __ __ ____ ____ _____________________________ _____________________________ dale r. rogers dale@camelot.b24a.ingr.com ## Subject: Re: Babylon 5 Praise and Critisizms(nothing to do with Imagine) Date: Mon, 1 Mar 93 13:06:28 CST From: setzer@ssd.comm.mot.com (Thomas Setzer) > From @pobox.mot.com:pmancini@lynx.dac.northeastern.edu Sat Feb 27 14:11:49 1993 > Subject: Babylon 5 Praise and Critisizms > To: imagine@email.sp.paramax.com > Date: Fri, 26 Feb 93 12:24:20 EST > From: Peter Mancini <pmancini@lynx.dac.northeastern.edu> > Cc: pmancini@lynx.dac.northeastern.edu, lightwave@bobsbox.rent.com > X-Mailer: ELM [version 2.3 PL11] > Content-Length: 6009 > --Pete "Mr. Tired Fingers" > > P.S. Go see Army of Darkness before it is gone from the theaters. It is > great! > > I got all excited(well, not ALL excited ;) about your post until I saw your "p.s." Saw it and to put it lightly, Army of Darkness sucked! Period. End of sentence. No reason to discuss it.(How many shots do you get from a double barrel shotgun, anyway?) The only good thing about it was the length, only 1 hour and 20 minutes. As for Babylon 5, it airs here(Chicago area) tonight on Ch 50. I hope its good. Tom Setzer setzer@ssd.comm.mot.com "And of course, I'm a genius, so people are naturally drawn to my fiery intellect. Their admiration overwhelms their envy!" - Calvin ## Subject: Amiga 1200 Date: 28 Feb 93 03:24:08 EST From: dtiberio@xamiga.linet.org (David Tiberio) (David Tiberio) In an article, src4src!mcdhup!rutgers!bnr.ca!carthur writes: > > Question: I currently have an Amiga 500 w/3 megs, a hard drive, and the >stock 68000. I was considering an upgrade to an Amiga 1200. The power-up >deal makes the price pretty good; that is, if the machine does what I want >it to do. What I want it to do is render my Imagine scenes faster, for >starters. > >Christopher Arthur Here are some tips on how to speed up your A500. First, the A1200 will not be twice as fast, as it has no fast ram. So when you get an MBX board, try to get one with an FPU and it will increase the speed even more when using programs like Imagine with fp specifac code. Second, if you are using interlace mode and are using Imagine, here is a cool trick Tomas Arce and I discovered in 1990. It works only if you have no deinterlacer, from what we tried (just A500/A600/A1000/A1500/A2000/A2500 owners) although it might work for A1200/A4000 owners. Now, put your workbench in a non-interlaced screen, and boot Imagine and put it into an interlaced screen (so that it flickers). Get a nice long frame to render, like 20-30 minutes. Start the rendering, and stay on the Imagine screen and check the time using the info function. Remember the time it took. Now, render the same exact frame again in the same mode. This time, click the workbench (non-interlaced no-flicker) to the front and make sure it is active. Since you remembered how long the first frame took, wait that long and then go to the Imagine screen. Check the second rendering's speed using the info function, and it should have redered almost twice as fast. Last night I told this to Spamgod on IRC and he said he did two renderings using his Sapphire 020 board. The first rendered in 25 minutes, and the second rendered in 16 minutes! Now, next time you do this, do the following. With the same set up, Imagine in interlace and workbench in non-interlace, start a rendering and note how fast the numbers are changing. Then, drag the screen down and click on the workbench but do not push it in front. You should see that the Imagine rendering will speed up drastically. I tried some tests with task priorities, and a 25 minute rendering finished about 8 seconds faster with all other processes killed. However, we were able to increase the rate that workbench windows update! Good luck, remember it does not work if you have a flicker fixer or deinterlacer. -------------------- Via Amiga Graphics BBS (516) 473-6351 -------------------- David Tiberio // Amiga Graphics BBS (516) 473-6351 dtiberio@xamiga.linet.org // NO SUPRA MODEMS --- BY POPULAR REQUEST Long Island, New York \X/ USENET - 3D - Music - Fonts - Pics - Utils -- ## Subject: Lens Flares Date: Mon, 1 Mar 93 12:55:27 MST From: dingebre@thunder.sim.es.com (David Ingebretsen) Lens flares are a part of the "new" lightwave 3.0 system not yet released. To do it with Imagine or any other renderer, you have to do it frame by frame by hand. Oh well... David ## Subject: Re: Babylon 5 Date: Wed, 24 Feb 1993 05:51:19 -0500 From: John J Humpal <johnh@jhunix.hcf.jhu.edu> Michael B. Comet writes [about Babylon 5]: > > It's here!!!!!!!!!! :) > It sure is. I caught the 2-hour pilot last night. The CG was very nice, but IMO was always identifiable *as* CG. I'm not complaining, mind you! I think I'm just too familiar with Lightwave images, so that when those Vorlon ships show up with their animated textures, I said to myself "that looks just like the old Rundgren video." Anyway, the modeling is very nice -- espcecially the Vorlon ships, and there were a lot of nice touches that tried to reduce the CG look of the show (specifically, some artfully deployed lens flare, and a nice simulated strobe light). I won't report any spoilers because the show won't air until next week in some parts of the country. But I've just *gotta* say something about the acting. In a word, it stinks. The actor who plays the director of the station makes William Shatner look like Olivier. Whoever he is, he acts and looks like a cut-rate Gary Cooper and I kept hoping he'd be killed off. I won't tell you whether my wishes came true. The rest of the cast isn't much better. The security chief was probably the least annoying, and even he looked like somebody else; in this case, a bloated Bruce Willis. The story is ok. And the writers have left enough hooks to make for some interesting future episodes. But, the main attraction for most of us, I'm sure, is the CG. I'd say that Lightwave (and MorphPlus) have made a pretty decent showing in their nationally syndicated tv debut. -- -John John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer ## Subject: New Imagine options Date: Mon, 1 Mar 1993 22:20:11 -0600 (CST) From: "Cyrus J Kalbrener-1" <kalb0003@student.tc.umn.edu> Well, I just got done seeing Babylon 5 here in the Twin Cites, and I must say that, even though the graphics were obvously computer generated, they really kicked ass. The lense flare was particularly effective, which brings me to my point... It seems obvious that Impulse has a lot of catching up to do. While Light Wave is only availalbe with the Video Toaster, programs such as Real 3D 2.0 are planning to have both lense flair and motion blur (from what I heard at SIGGRAPH in July, at least) in addition to it's already powerfull object manipulation. These new options come on top of the already exellent output of Real 3D 1.4, which includes true ray tracing and up to 32,000 x 32,000 pixel resolutions. This may seem like I'm just stiring up the flack that was present here a few weeks ago, and I am. I don't want to see a great program like Imagine fade away because of an un-updated rendering engine or lack of a powerfull television quality option that is available in a slightly higher priced, but more capable program. I like Imagine a great deal, but I cringe at the idea of investing in an under powered, low priced upgrade instead of paying more for a program that is guarantied to fulfill all of my needs. This seems to have been the way of the FireCracker, and naturally I fear the worst. The upgrade to Imagine 2.0 seemed more in name than function, and unless Impulse takes the time to really improve 3.0 we are all going to go the way of the Dinosaur. As for service, hell, I'll start up a BBS for Impulse if I can get the backing. I live right near by in the Twin Cities. I'll even proof their news letter (which, by the way I still haven't recived as of 1 Mar) if they llet me. In closing, true ray tracing is essential, followed closely by lense flair and motion blur. Perhaps an economy version and a professional version, or options available only through modules or libraries. Whatever Impulse does it MUST be a big improvement over 2.0 if they plan to stay in the rendering game. I for one wil be in the stands rooting for the home team. Cyrus J. Kalbrener (612) 649-1437 750 Curfew st. #4 St. Paul MN 55114 ## Subject: Re: Lens Flares Date: Mon, 1 Mar 1993 22:56:45 -0500 (EST) From: Naked Man <parham@athena.cs.uga.edu> > > Lens flares are a part of the "new" lightwave 3.0 system not yet released. > To do it with Imagine or any other renderer, you have to do it frame by > frame by hand. Oh well... > > David Oh well, you had better bet that you have inspired me to cheat it out of Imagine now. (I love a challenge!) Everyone thinks I'm insane, true, but tell me what you all think of this: Lens Flare objects which are actually disks with the radial texture applied to them. Hinge a few of these puppies together ina graceful hierarchy and make them slightly different sizes, positioned just right before your scene, and perhaps...? As far as the disks themselves, the radial texture will tend from transparent at the centre to perhaps Pastella or Angular at the rim, hopefully emulating the way lens flares are dim, refractory looking things.... please return input on this one, I'm inspired now! wes~ Oh, yes, another great cheat with backdrop piccies: Blur them in Adpro o your favourite bitmap butcherer for fake depth of field; the illusion is great as long as your camera is staying put. any other good 'cheats' you folks may be hiding out there? ## Subject: Re: New Imagine options Date: Mon, 1 Mar 93 21:11:00 PST From: Harv@cup.portal.com > In closing, true ray tracing is essential, followed closely by >lense flair and motion blur. Perhaps an economy version and a >professional version, or options available only through modules or >libraries. Whatever Impulse does it MUST be a big improvement over 2.0 if >they plan to stay in the rendering game. I for one wil be in the >stands rooting for the home team. > > > Cyrus J. Kalbrener > (612) 649-1437 > > 750 Curfew st. #4 > St. Paul MN 55114 Question for you, Sir. Why is "lense flair [sic]" so essential? No one ever mentioned it in the years that I've been reading zillions of postings about Amiga renderers and ray tracers, including bajillions of articles on the net, not to mention over 2500 articles in this mailing list, until the time that Rundgren's "Theology" video started getting limited circulation and now since B5 has been shown. Why wasn't everyone hollering for lens flare in the years prior to this? While it can be pretty , it's a gimmicky effect that really calls attention to itself. Only in recent years have film directors actually strived to get blatant flare in their movies rather than go all out to avoid it. Is this really the (kind of) feature that CG animators will throw money at to get or is it just another filmic gimmick that everyone thinks they need in their bag'o'tricks this week? Personally, if Impulse was going to cram a lot of stuff into the next Imagine I'd sooner see them work in a true 3-D perspective editing stage first. :) Harv ## Date: Tue, 2 Mar 93 02:17:38 PST From: leimberger@marbls.enet.dec.com hello, The following is a blurb I picked out of a posting that came thru the other day. It had already bed imbedded into another reply so I can't say who did the actual post. >|Sad to say, but without folks like Steve Worley propping it up, >|Imagine (great program though it is - I use it almost every day) >|would probably be down the tubes. Poor manuals, indifferent >|Tech support (at least in my limited experience) and now this. I agree that Steve Worleys book is an excellent reference to Imagine. However I'm tired of everyone ragging on the Impulse Manual. The 2.0 manual my be dry reading , but IF read it will give one a much broader knowledge base than Steve's book. It is almost a complete tutorial on Imagine. As an example not long ago a fellow netter was having trouble tumbling objects . He had read STEVES excellent book. Well I wrote him offline. His problem was he had not read the Imagine manual(because THAT is where the answer was). You have to group your objects to an parant axis before you can tumble them. Sure enough he had his manual gathering dust. in the corner. the manual is dry but if I had to chose between the books I'd keep the manual. Now I use Steve's book, and thru my efforts it has a place on the local Amiga dealears book shelf, but it has some serious holes in it. Have any of you people actually tried to read the Manual ? ? I wonder because it contains the answers to many questions that come across here. Sure It's dry reading, but if a newcomer followed it thru he would have a better understanding than if all he had read was Steves reference book. The Manual is a WEALTH OF INFORMATION, an any new Imagine user that fails to work thru it will pay a hefty price on the learning curve later. I had also spent a long time trying to get blocks to tumble, finally set one book aside picked up the 2.0 manual and had tumbling blocks very shortly afterword. AS for the newsletter! throw the next one away without reading it and you won't be agitatted :-) > Impulse. Are you guys serious about your product? Maybe it's > just a marketing blunder. I don't know. Other products are > offering an entry level "change products" price for there > software. I'll wait and see what Impulse does before making any > decisions. /************************************************************************* I have a spell checker and know grammer but it is to early in the day to be bothered. PS. I have another renderer. Imagine can render a scene before the other one can save a 24bit pic Bill Leimberger *************************************************************************/ ## Subject: Disc Lens Flares Date: Tue, 2 Mar 1993 14:06:43 +0000 From: "Rob (R.D.) Hounsell" <hounsell@bnr.ca> Wes, > Oh well, you had better bet that you have inspired me to cheat it out > of Imagine now. (I love a challenge!) Everyone thinks I'm insane, > true, but tell me what you all think of this: Lens Flare objects which > are actually disks with the radial texture applied to them. Hinge a > few of these puppies together ina graceful hierarchy and make them > slightly different sizes, positioned just right before your scene, and > perhaps...? As far as the disks themselves, the radial texture will > tend from transparent at the centre to perhaps Pastella or Angular at > the rim, hopefully emulating the way lens flares are dim, refractory > looking things.... please return input on this one, I'm inspired now! > wes~ Minor niggle, but lens flare typically has a polygonal (i.e. octagonal or better) outline, since it is an artifact produced by the geometry of the lens iris. Anyhow, give yor plan a try and tell us. Rob -- +-----------------------------------------------------------------------------+ | Rob Hounsell BNR WAN: HOUNSELL@NMERH53 | | NT Product Performance: OA/M INTERNET: HOUNSELL@BNR.CA | | Dept. PS26 PHONE: (613) 765-2904 | | ESN: 395-2904 | +-----------------------------------------------------------------------------+ ## Subject: Re: Babylon 5 Date: Tue, 2 Mar 93 09:32:20 CST From: mikottis@sand.rtsg.mot.com (Michael J. Mikottis (x2-6197)) => => Michael B. Comet writes [about Babylon 5]: => > => > It's here!!!!!!!!!! :) => > ... => my wishes came true. The rest of the cast isn't much better. The => security chief was probably the least annoying, and even he looked => like somebody else; in this case, a bloated Bruce Willis. ... ^^^^^^^^^^^^^^^^^^^^^ => -John => => John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer "Bloated Bruce Willis", you're killing me: that's exact! Like many pilots this one's a bit spotty, and it did have it's moments. But there's potential. As for the CG, pretty nice job. For an example of a non-CG point of view, my wife kept asking "Was that computer graphics?" Sometimes it was and sometimes it wasn't (as far as I could tell :) ). I think "average" viewers (i.e non-CG techies) don't know and don't care how scenes are created as long as they look good... A little more story, some better acting, yeah, but really not too bad overall. Mike Mikottis (mikottis@rtsg.mot.com) ## Subject: Re: New Imagine Options Date: Tue, 2 Mar 93 09:09:30 CST From: dave@ho.sp.paramax.com (Dave Wickard) Harv@cup.portal.com (Harv Laser) writes about kalb0003@student.tc.umn.edu (Cyrus Kalbrener) writing: >> In closing, true ray tracing is essential, followed closely by >>lense flair and motion blur. >Question for you, Sir. Why is "lense flair [sic]" so essential? >No one ever mentioned it in the years that I've been reading zillions >of postings about Amiga renderers and ray tracers, including >bajillions of articles on the net, not to mention over 2500 articles >in this mailing list, until the time that Rundgren's "Theology" >video started getting limited circulation and now since B5 has >been shown. Why wasn't everyone hollering for lens flare in the years >prior to this? I'm with Harv on this one. Todd Rundgren is at fault for deficiencies in Amiga rendering programs. Huh? What? That wasn't Harv's point? OH! Well, to be honest Harv, me thinks it's like those first black and white commercials that appeared as if the cameraman was having a seizure. Bouncing all over, strange camera angles, that kind of thing. Pretty soon....EVERY commercial got to be that way. Volkswagen, Buick, Levi's, AT&T, Nike, MTV, Coke, Pepsi... and on and on. They all used this same old scheme...and pretty soon, every OTHER commercial-maker started thinking in those terms and it wasn't long before that appearance was part of their creative line of thinking. That look was actually imbedded in the creative process. Thankfully, after 4 or 5 years of it now, they seem to be coming out of their creative "comas" now. Lens flare and motion blur both seem to have this same bandwagon effect. For me, they'd be nice...but certainly not essential to create the images that I desire. They would, however, be one more creative weapon in an arsenal that can not be overstocked. :-) >I'd sooner see them work in a true 3-D perspective editing >stage first. :) Yup. >>I'll even proof their >>news letter (which, by the way I still haven't recived as of 1 Mar) if ^ >>they llet me. ^^ It ain't so easy as it looks Cyrus. (no offense intended, of course) :-) >> Well, I just got done seeing Babylon 5 here in the Twin Cites, Me too. I just thought I would let you all in on a little rumor. Remember the ambassador in the suit? The one nobody could ever see? (Kohs...Kahz...Koss) well, guess what it looks like. It's Wilson, the neighbor behind the fence on "Home Improvement"! Sorry about the spoiler. Dave Wickard (612) 456-2783 "The big lump in your Pork n Beans is dave@flip.sp.paramax.com the Queen Bean! And all the other beans Sam_Malone@cup.portal.com are the worker beans who serve her." -Dr. Stupid on Ren N Stimpy ## Subject: Why should I get screwed? Date: Tue, 2 Mar 93 11:58:25 CST From: setzer@ssd.comm.mot.com (Thomas Setzer) I was just sitting here thinking about how much the new Imagine(if and when it comes out) is gonna cost me. I've been using Imagine from the early days of Turbo Silver. Turbo Silver (I don't remeber how much, but lets be fair and say $50. I think thats about $40 bucks shy of the price I paid but lets just pretend) $50 TS SV upgrade (Again, I don't remember so say $15 which is again generous) $15 Imagine 1.x $100 or $150? can't remember. $100. Well worth it. Imagine 2.0 $100. thats already $265, more than Imagine 2.0 costs the new comer. And now another $100 for 3.0.... for a grand total of $365!!!!!! Wow, for supporting these guys through the years I get screwed! Hmmm, if that upgrade isn't substantial, looks like I'll be learning a new ray tracer. Real 3DV2 here I come....(maybe I'll wait for R3DV2.1 so I don't have to pay the extra $15 for the upgrade ;^) Tom Setzer setzer@ssd.comm.mot.com "And of course, I'm a genius, so people are naturally drawn to my fiery intellect. Their admiration overwhelms their envy!" - Calvin ## Subject: Re: Babylon 5 Date: Tue, 2 Mar 93 11:02:28 CST From: djm2@ra.msstate.edu (Daniel Jr Murrell) Hmm, I noticed the Bruce Willis double too.. :)) Commenting on what someone said earlier about the film quality, it just didn't "feel" right to me too. I just didn't like the transition to the "videotape" look of the toaster stuff to the "film" look of the real scenes. Couldn't they have just shot the whole thing in video? Sure, it'd have that cheesy soap opera look to it, but at least it'd have better transition. :) We ended up getting bored with it after an hour or so, and turned to Empire Strikes Back on some cable channel. THAT still amazes me. It was nice to see the Amiga in action though. BTW, did the Impulse commercial I heard rumors about ever get shown? Danimal djm2@ra.msstate.edu ## Subject: RE: Why should I get screwed? Date: Tue, 2 Mar 93 14:36:13 EST From: W. Bruce Moore <moore@hydra.enet.dec.com> "Thomas Setzer" wrote: > I was just sitting here thinking about how much the new Imagine(if and when > it comes out) is gonna cost me. I've been using Imagine from the early days > of Turbo Silver. > > Turbo Silver (I don't remeber how much, but lets be fair and say $50. I > think thats about $40 bucks shy of the price I paid but lets > just pretend) $50 > > TS SV upgrade (Again, I don't remember so say $15 which is again generous) > $15 > > Imagine 1.x $100 or $150? can't remember. $100. Well worth it. > > Imagine 2.0 $100. > > thats already $265, more than Imagine 2.0 costs the new comer. And now > another $100 for 3.0.... You forgot to subtract the value of having used those products during all that time. What you've computed is simply the cost of buying them and leaving them on the shelf, i.e. buying then versus having waited until now to buy a current product. You've been screwed only if you bought before you were able to make use of the earlier products. ## Subject: Why Date: Tue, 2 Mar 1993 14:03:19 -0600 (CST) From: "Cyrus J Kalbrener-1" <kalb0003@student.tc.umn.edu> On Mon, 1 Mar 1993 Harv@cup.portal.com wrote: =20 > >=09In closing, true ray tracing is essential, followed closely by > >lense flair and motion blur. Perhaps an economy version and a > >professional version, or options available only through modules or > >libraries. Whatever Impulse does it MUST be a big improvement over 2.0 = if > >they plan to stay in the rendering game. I for one wil be in the > >stands rooting for the home team. > > > > > >=09Cyrus J. Kalbrener > >=09(612) 649-1437 > > > >=09750 Curfew st. #4 > >=09St. Paul MN 55114 >=20 > Question for you, Sir. Why is "lense flair [sic]" so essential? > No one ever mentioned it in the years that I've been reading zillions > of postings about Amiga renderers and ray tracers, including=20 > bajillions of articles on the net, not to mention over 2500 articles > in this mailing list, until the time that Rundgren's "Theology" > video started getting limited circulation and now since B5 has > been shown. Why wasn't everyone hollering for lens flare in the years > prior to this? =20 >=20 > While it can be pretty , it's a gimmicky effect that really calls > attention to itself. Only in recent years have film directors > actually strived to get blatant flare in their movies rather than > go all out to avoid it. >=20 > Is this really the (kind of) feature that CG animators will throw > money at to get or is it just another filmic gimmick that everyone > thinks they need in their bag'o'tricks this week? >=20 > Personally, if Impulse was going to cram a lot of stuff into the next > Imagine I'd sooner see them work in a true 3-D perspective editing > stage first. :) >=20 > Harv > =20 =09I do understand your point. What I mean by lens flare being next to essential is that it helps CG to not look quite so perfect. It is a distraction and one that I think is a good one. Most of the people that I saw B5 with would make frequent mention of how the graphics were so obvious= ly computer generated=FB except when the lens flair was "on". Yes it is a gimmick, but it does add a more "Cinematic" touch to animations. While I do feel that it is close to essential it is because the competition DOES have it and, as far as I know, Imagine will not. While it is a gimmick, it is something that people like myself will take into account when we have to choose between upgrading to a system that is behind the pack, or taking the leap into a piece of superior software.=20 =09As for improving the detail and stage editors, I'm all for it.=20 But the place where it really counts is in the final rendered picture, and that is where I will be looking for the biggest improvements. =09Cyrus J. Kalbrener ## Subject: RE: Why should I get screwed? Date: Tue, 2 Mar 93 14:41:38 CST From: setzer@ssd.comm.mot.com (Thomas Setzer) > From: W. Bruce Moore <moore@hydra.enet.dec.com> > > "Thomas Setzer" wrote: > > I was just sitting here thinking about how much the new Imagine(if and when > > it comes out) is gonna cost me. I've been using Imagine from the early days > > of Turbo Silver. > > > > Turbo Silver (I don't remeber how much, but lets be fair and say $50. I > > think thats about $40 bucks shy of the price I paid but lets > > just pretend) $50 > > > > TS SV upgrade (Again, I don't remember so say $15 which is again generous) > > $15 > > > > Imagine 1.x $100 or $150? can't remember. $100. Well worth it. > > > > Imagine 2.0 $100. > > > > thats already $265, more than Imagine 2.0 costs the new comer. And now > > another $100 for 3.0.... > > You forgot to subtract the value of having used those products during all > that time. What you've computed is simply the cost of buying them and leaving > them on the shelf, i.e. buying then versus having waited until now to buy a > current product. You've been screwed only if you bought before you were able > to make use of the earlier products. > So, (chuckle chuckle) by your method of calculations, those who buy earlier buggy versions should pay more, and those who wait should pay less? I guess patience is a virtue. Tom Setzer setzer@ssd.comm.mot.com "And of course, I'm a genius, so people are naturally drawn to my fiery intellect. Their admiration overwhelms their envy!" - Calvin ps I think I'll wait for VistaPro 3.1 ## Subject: Re: New Imagine Options Date: Tue, 2 Mar 93 11:31:32 PST From: mnemonic@netcom.com (Rev Lebaredian) > > Lens flare and motion blur both seem to have this > same bandwagon effect. For me, they'd be nice...but certainly > not essential to create the images that I desire. > I agree with you on the lens flare as being just one more gimmick, but not the motion blur. The motion blur is essential. Without it, you will allways have the superclean look of CG, not to mention problems with jerkyness in rapid movement. Even traditional animators have to simulate motion blur by hand. This is the way the eye percieves rapid motion. One more thing I'd like to tack on to the list is depth of field. This is another important aspect of real world optics that Imagine fails in. It's one of the reasons I'm switching over from Imagine to Real3D V2.0 -- -------------------------------------------------------------------------------- "My moral standing is lying down." mnemonic@netcom.netcom.com ## Subject: Re: Amiga 1200 Date: Tue, 2 Mar 93 14:48:17 CST From: setzer@ssd.comm.mot.com (Thomas Setzer) > From @pobox.mot.com:dtiberio@xamiga.linet.org Mon Mar 1 17:55:43 1993 > > > > Question: I currently have an Amiga 500 w/3 megs, a hard drive, and the > >stock 68000. I was considering an upgrade to an Amiga 1200. The power-up > >deal makes the price pretty good; that is, if the machine does what I want > >it to do. What I want it to do is render my Imagine scenes faster, for > >starters. > > > > >Christopher Arthur > > Here are some tips on how to speed up your A500. First, the A1200 will >not be twice as fast, as it has no fast ram. So when you get an MBX board, try >to get one with an FPU and it will increase the speed even more when using >programs like Imagine with fp specifac code. How much faster is a 68020 than a 68000? I know it doesn't have a FPU, but the integer version of Imagine should render faster on the A1200, right? I would guess atleast twice as fast(maybe?). OOOHHH and all those pretty colors;^) Tom Setzer setzer@ssd.comm.mot.com "And of course, I'm a genius, so people are naturally drawn to my fiery intellect. Their admiration overwhelms their envy!" - Calvin ps Geez, I'm starting to sound like one of those people who never contribute anything usefull. AAAAAAAAAAAHHHHHHH, I am, I am. pps still working on those textures (That damn noise function is killing me. What is that guy trying to say, Steve? :( ## Subject: Re: New Imagine Options Date: Tue, 2 Mar 93 15:25:29 CST From: dave@flip.sp.paramax.com (Dave Wickard) mnemonic@netcom.com (Rev Lebaredian) retorts: > One more thing I'd like to tack on to the list is depth of field. This > is another important aspect of real world optics that Imagine fails in. Oooo-ooo! Yeah...that would be very nice. When I talked to Mike Halvorson a week or so ago, he said that 3.0 was due in April or May (in spite of the comments made in the hrmph 'newletter' about March). I hope they don't "Moonwalk" this date TOO much. I agree with all of you that are hoping for a major step on this upgrade. I would sooner have a more costly, but more worthwhile upgrade that will keep me working with this package for a long time to come. Dave Wickard (612) 456-2783 "As the only adult here...I feel dave@flip.sp.paramax.com I have an obligation to say something Sam_Malone@cup.portal.com ......COOOOOL!" - Otto Man in the Simpsons ## Subject: Environment suit thingie Date: Tue, 2 Mar 1993 16:47:04 -0500 From: "Mr. Scott Krehbiel" <scott@umbc.edu> For those of you who taped Bab 5, take a look at the Environment suit thingie that the medusa was wearing. The surface of it had a certain quality (mostly the helmet) that did hot ops I mean did not look real. Do you think they could have rendered some parts, and merged the imagery?? The helmet color seems a bit strange, the lighting stranger, and it just looks a little TOO plasticy. Perhaps parts of the suit were rendered? Now the big question::: WHY??? Running low on costume budget??? Scott scott@umbc2.umbc.edu ## Subject: G-Lock Date: 1 Mar 93 19:37:40 EST From: dyancey@xamiga.linet.org (Darrin Yancey) (David Tiberio) Does anybody have any idea on how to use a genlock with the A3000 and firecracker. I just bought a G-Lock and it doesn't work. It wont key or genlock 24-bit graphics. Any ideas. ## Subject: Re: New Imagine OptionsDate: Tue, 2 Mar 93 09:09:30 CST Date: Tue, 2 Mar 93 10:57:32 MST From: dingebre@thunder.sim.es.com (David Ingebretsen) Dave Wickard replies to Harv Laser's reply to ... From: dave@ho.sp.paramax.com (Dave Wickard) Harv@cup.portal.com (Harv Laser) writes about kalb0003@student.tc.umn.edu (Cyrus Kalbrener) writing: >> In closing, true ray tracing is essential, followed closely by >>lense flair and motion blur. >Question for you, Sir. Why is "lense flair [sic]" so essential? >No one ever mentioned it in the years that I've been reading zillions >of postings about Amiga renderers and ray tracers, including Comments about lens flare deleted... They would, however, be one more creative weapon in an arsenal that can not be overstocked. :-) >I'd sooner see them work in a true 3-D perspective editing >stage first. :) Yup. I write modelling software for Evans and Sutherland's real time Image Generators and the feedback we get from our customers and internal exploitation groups is that they don't like real time 3-D perspective editors; They want a tri-view... Rest deleted... David David M. Ingebretsen Evans & Sutherland Computer Corp. dingebre@thunder.sim.es.com Disclaimer: The content of this message in no way reflects the opinions of my employer, nor are my actions encouraged, supported, or acknowledged by my employer. ## Subject: Re: Babylon 5 Date: Tue, 2 Mar 93 12:57:10 PST From: Harv@cup.portal.com > Hmm, I noticed the Bruce Willis double too.. :)) > We ended up getting bored with it after an hour or so, and turned to Empire S >trikes >Back on some cable channel. THAT still amazes me. It was nice to see the Ami g >a in >action though. BTW, did the Impulse commercial I heard rumors about ever get s >hown? > >Danimal >djm2@ra.msstate.edu The actor who played the security chief looked enough like (or was made up to look enough like) Bruce Willis to be his twin brother from some angles. I found that fact alone distracting enough not to pay much attention to his lines. The actress who played the telepath.. where have we seen her efore? She has a very striking face and I know she's been in another series or film or mini-series but I can't place her. I did watch the whole 2-hour pilot again this morning on tape and caught Kiki in the casino fiddling with some kind of futuristic laptop computer or something. The Vorlon ship effects were very well done, and I liked the organic flower-like look of their ships, versus the typically hard-edged ships in the Star Wars and Trek series and films. The complete alien-ness of the Vorlon ambassador's unseen form was nicely complimented by the complete alien-looking appearance of his fleet of ships. Reminded me of some of Stephen Menzies' renderings. But your comment about getting bored with it and switching to Empire really hits home. And I think that you know that the reasonyou find the Lucas films so much more entertaining, even after repeated viewings, is that you CARE about the characters and what happens to them. The B5 characters were just so damn *serious* and full of themselves, after a while I found myself not really caring what happened to any of them. There's not a sympathetic character in the whole lot... just a lot of stone-faced line readers. NO humor. B5 is a very cold, humorless place to be. Again, I think this show, if it gets sold as a series, could really use some star power, or if not some recognizable actors, at least a few who we could really care about. It takes more than just F/X to make a space show interesting. Think about the pictures your mind painted when the Commander was telling his girlfriend about "the line". There was just dialog... no flashback scenes, no F/X. Your own imagination filled it all in, like listening to a radio show. In many cases like this example, the storyline has MORE impact if it's NOT visualized FOR you. The B5 pilot has the possibilities for a good series. But any 2-hour show has a lot of padding in it. As an hour or even half hour it would get tighter and more effective. Harv ## Subject: Re: Why Date: Tue, 2 Mar 1993 20:38:57 -0600 (CST) From: "Cyrus J Kalbrener-1" <kalb0003@student.tc.umn.edu> On Mon, 1 Mar 1993 Harv@cup.portal.com wrote: > Question for you, Sir. Why is "lense flair [sic]" so essential? > No one ever mentioned it in the years that I've been reading zillions > of postings about Amiga renderers and ray tracers, including=20 > bajillions of articles on the net, not to mention over 2500 articles > in this mailing list, until the time that Rundgren's "Theology" > video started getting limited circulation and now since B5 has > been shown. Why wasn't everyone hollering for lens flare in the years > prior to this? > While it can be pretty , it's a gimmicky effect that really calls > attention to itself. Only in recent years have film directors > actually strived to get blatant flare in their movies rather than > go all out to avoid it. > Is this really the (kind of) feature that CG animators will throw > money at to get or is it just another filmic gimmick that everyone > thinks they need in their bag'o'tricks this week? > Personally, if Impulse was going to cram a lot of stuff into the next > Imagine I'd sooner see them work in a true 3-D perspective editing > stage first. :) > Harv I do understand your point. What I mean by lens flare being next to essential is that it helps CG to not look quite so perfect. It is a distraction and one that I think is a good one. Most of the people that I saw B5 with would make frequent mention of how the graphics were so obviously computer generated except when the lens flair was "on". Yes it is a gimmick, but it does add a more "Cinematic" touch to animations. The second reason that I feel that it is close to essential is because the competition DOES have it and, as far as I know, Imagine will not. While it is a gimmick, it is something that people like myself will take into account when we have to choose between upgrading to a system that is behind the pack, or taking the leap into a piece of superior software. As for improving the detail and stage editors, I'm all for it. But the place where it really counts is in the final rendered picture, and that is where I will be looking for the biggest improvements. And about the editing the news letter: if it's anything llike the one I recived last summer, a fourth grader could have put better polish on a finger painting than that piece trash (At least he/she could have kept the fonts the same size...) Cyrus J. Kalbrener ## Subject: Imagine pc questions Date: Tue, 2 Mar 1993 19:48:58 -0500 (EST) From: James N Garrett <jngarret@sacam.oren.ortn.edu> I have a couple of questions : Is Imagine pc out? cost? will it have all of imagine 2.0's and eventually 3.0's features? and I have one Imagine 3.0 question:what are the new features to be added other than FFD's? any response is appreciated!!! James Garrett at C.I. ## Subject: Lens Flares Date: Tue, 2 Mar 93 09:50:47 MST From: dingebre@thunder.sim.es.com (David Ingebretsen) From: Naked Man <parham@athena.cs.uga.edu> Date: Mon, 1 Mar 1993 22:56:45 -0500 (EST) X-Mailer: ELM [version 2.4 PL20] Content-Type: text Content-Length: 1216 > > Lens flares are a part of the "new" lightwave 3.0 system not yet released. > To do it with Imagine or any other renderer, you have to do it frame by > frame by hand. Oh well... > > David Oh well, you had better bet that you have inspired me to cheat it out of Imagine now. (I love a challenge!) Everyone thinks I'm insane, true, but tell me what you all think of this: Lens Flare objects which are actually disks with the radial texture applied to them. Hinge a few of these puppies together ina graceful hierarchy and make them slightly different sizes, positioned just right before your scene, and perhaps...? As far as the disks themselves, the radial texture will tend from transparent at the centre to perhaps Pastella or Angular at the rim, hopefully emulating the way lens flares are dim, refractory looking things.... please return input on this one, I'm inspired now! wes~ Oh, yes, another great cheat with backdrop piccies: Blur them in Adpro o your favourite bitmap butcherer for fake depth of field; the illusion is great as long as your camera is staying put. any other good 'cheats' you folks may be hiding out there? > This could work nicely. A tough part may be to make them fade out as the light source moves behind an object, but maybe not. Someone else wrote about using fog objects for the lens reflections. They may work nicely for the flare as well. Let me know if you have any luck. Right now my time is being spent trying to make Morphus make some waves in a swimming pool... The idea about blurrng a backdrop picture is a good one. I'll file it in "my ideas to try" directory. David David M. Ingebretsen Evans & Sutherland Computer Corp. dingebre@thunder.sim.es.com Disclaimer: The content of this message in no way reflects the opinions of my employer, nor are my actions encouraged, supported, or acknowledged by my employer. ## Subject: Re: Babylon 5 Date: Tue, 2 Mar 93 21:37:34 CST From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith) Oh come on, don't you think the security chief is Dan Akroyd's long lost twin brother???? Tom Smith ## Subject: SLICE alternatives? Date: Wed, 03 Mar 93 08:45:41 EST From: Adam Benjamin <A.Benjamin@mi04p.zds.com> Well, last night I ran face first into the SLICE bug while trying to add faces to an outline of my state map. I found a workaround that might help anyone else trying to get the slice command to work. But first, I wanted to ask if there is any other program that will convert pictures to objects and add faces to them like LOAD IFF and/or SLICE would if they actually worked? Does Vertex do this? or maybe pixel 3D? Anyway, here is what I eventually did to get faces onto my state outline: I extruded the outline to make it "tube-like" (like a cookie cutter) then deleted all the faces from the object. You may not have to extrude it at all, I forgot to try this without extruding it first. anyway, now CUT the outline with AMIGA-K and paste it back with AMIGA-P twice so that you have two copies of the outline. hit F1 to select ONE of the outlines and scale that sucker down till it's very small (I mean tiny, minisule, invisible!) Now just use the SKIN command and it will add faces from your outline to your tiny center outline that you scaled down. That's all there is to it! wish I would have thought of it before I wasted 2 hours trying to get the SLICE command to work. If you know of a better way, please pass it on! And keep those other Imagine tips coming. ************************************************************ * Adam Benjamin A.Benjamin@mi04.zds.com * * Christian Animator AF987@yfn.ysu.edu * * Disclaimer: Nothing I say means anything to anyone that * * might take it to mean something I didn't! * ## Subject: What the heck is lens flare? Date: Wed, 3 Mar 1993 13:36:03 +0000 (GMT) From: "Jonathan I Lonsdale - H601/91" <u1jil@ohm.york.ac.uk> Hi - I've just subscribed to this list and everyone seems to be talking about lens flare; this is a concept I'm not familiar with. At a guess it sounds like the emulation of the peculiarities of photography. Could someone tell me just what lens flare is trying to achieve and how the effect will manifest itself in rendered images? Does it increase rendering time substantially? It it the sort of effect that could be achieved by image processing software? Jonathan Lonsdale u1jil@ohm.york.ac.uk ## Subject: Mercator Maps on FTP Date: 03 Mar 1993 14:04:23 -0600 (CST) From: KDAVIS@kuhub.cc.ukans.edu Help! I have tried numberous times to get the mercator maps that I saw on ftp.informatik.uni-oldenburg.de each time I try to FTP them...the server hangs ups after about 25 blocks WHat can I do?? I really need these maps for a project I am doing for one of my geography classes (along with vistapro3)!! If anyone has this or a similiar map of the entire earth, PLEASE mail it to me or let me know where and how to FTP it THANKS!! ## Subject: Mercator Maps on FTP Date: Wed, 3 Mar 93 13:37:18 MST From: dingebre@thunder.sim.es.com (David Ingebretsen) I will put it up for grabs on ftp.uni-kl.de [131.246.9.95] in the /pub/amiga/incoming/gfx/misc directory. It is called earth.lha and earth.readme. David David M. Ingebretsen Evans & Sutherland Computer Corp. dingebre@thunder.sim.es.com Disclaimer: The content of this message in no way reflects the opinions of my employer, nor are my actions encouraged, supported, or acknowledged by my employer. ## Subject: Rubik Object Needed Date: Wed, 3 Mar 93 13:04:12 EST From: woovis@jcnpc.cmhnet.org (William V. Swartz) Under the gun here as always, I find myself searching for a rubik's cube object for a demo. I know I saw one sometime ago but can't seem to find it. If anyone out there still has it, please, please encode it and mail to me asap as I don't have ftp ability. Return favor will be granted! // \X/ -BiL- woovis@jcnpc.cmhnet.org (See my 'Imagine'-ary signature below) ## Subject: Re: Lens Flares Date: Tue, 02 Mar 93 10:56:14 EST From: Mark Thompson <mark@westford.ccur.com> A Naked Man writes: > > Lens flares are a part of the "new" lightwave 3.0 system not yet released. > tell me what you all think of this: Lens Flare objects which > are actually disks with the radial texture applied to them. It is quite trivial to emulate a lens flare in any capable renderer. In my last film which was done with LW 2.0, I created a series of objects that emulated lens reflection rings. They were simply luminous disks with a transparency map applied to them. I created the map myself rather than rely on a procedural texture. The effect was stunningly similar to those seen in Babylon 5 and Theology. A little creativity can go a long way. Very few users ever come close to tapping all the capabilities of today's 3D software. %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~% % ` ' Mark Thompson CONCURRENT COMPUTER % % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics % % ' Image ` ...!uunet!masscomp!mark Hardware Architect % % Productions (508)392-2480 (603)424-1829 & General Nuisance % % % ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: Re: New Imagine Options Date: Wed, 03 Mar 93 16:23:05 EST From: Mark Thompson <mark@westford.ccur.com> Rev Lebaredian writes: > I agree with you on the lens flare as being just one more gimmick, but > the motion blur is essential. > One more thing I'd like to tack on to the list is depth of field. Hmmmmm...comments like this really make me wonder what people are using Imagine for. The compute expense for these effects is phenominal and while they make really nice stills, they are quite impractical for animation, at least on an Amiga. Unless you are doing special effects for film and video, I really feel that such capabilities are mostly fluff and are most useful for bullet items on a product feature sheet. Aside from the fact that animation is about trying to effectively convey some idea or story rather glitz the audiance in photorealism, I think too many people fail to attend to more subtle photorealism issues such as good lighting, appropriate color choices, layered texturing, and realistic modeling. If you want to target features of other products that would make Imagine more competitive, I would concentrate on things like animated free form deformation, inverse kinematics, procedural animation, better user interfaces, scanline mode shadow generation, particle systems, etc, etc. > Without it, you will allways have the superclean look of CG. You don't need motion blur to get rid of the "superclean look". Careful attention to the areas I mentioned above possibly coupled with some image processing can do extraordinary things. %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~% % ` ' Mark Thompson CONCURRENT COMPUTER % % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics % % ' Image ` ...!uunet!masscomp!mark Hardware Architect % % Productions (508)392-2480 (603)424-1829 & General Nuisance % % % ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: RE: Imagine PC questions Date: Wed, 3 Mar 93 11:08:47 PST From: mad@cup.portal.com Imagine for the PC is identical to the Imagine 2.0 for the Amiga--they're not even bothering to print different manuals :-) I don't know if it will always stay one version behind the Amiga version or not. If they don't catch up the version reasonably quickly, it will eliminate the usefullness of a cheap 486 clone as rendering engine to the Amiga that Impulse was suggesting at one point. For registered Imagine owners, the PC version costs $100 direct from Impulse. I don't know anything about list or street prices yet. As for Amiga Imagine 3.0, I can only remember a few of the features listed in the latest Impulse Gazette: Bones - manipulate the shape of an object by manipulating its internal structure. I'm not too clear on this, but it seems like it might smooth the intersection between jointed objects. "Real time" 3D stage manipulation - ability to move the camera in "real time" (quotations mine :-) and create paths inter- actively. Pop up action bars in stage editor Some kind of sound synching mechanism AGA support (HAM8) There was also something said about shadows in scanline mode, but I can't bemember if that was in the newsletter or was just a rumor. I hope this helps. Mark Decker mad@cup.portal.com ## Subject: Re: Environment suit thingie Date: Wed, 03 Mar 93 12:15:25 CST From: mikel@inqmind.bison.mb.ca (Michael Linton) Uhhh, no somehow I'd very VERY suprised if any part of that envro-suite was modeled, and rendered. It'd be a waste of time, and more trouble than it'd be worth. Get some high gloss lacquer clear coat, and spray it over gloss plastic, with a motteled patteren... That's probably all they did. ------------------------------------------------------------------------ "...even the stuff you taught me, has been pushed back into the dark recesses of my mind... Need a candle or two (rendered of course, as my light source) to find all that buried info again..." -- Barb Hall on learning Imagine ## Subject: Re: Why Date: Wed, 03 Mar 93 12:08:43 CST From: mikel@inqmind.bison.mb.ca (Michael Linton) Personally, I'm with Harv on this one too. What's the big deal with lens flare? Sure, it's neat... It looks cool, and all that. But, most people try to AVOID lens flare when making a movie, or TV Show. You don't generally strive to get it into the shot. :) I personally think it was over used in B5. A little big goes a long way... I does help make things look less CG, but it takes more than just lens flare to do that. The stuff in B5 was just too perfect, as is the cas with most CG things. Hard to avoid, and requires a heck of a lot of work on the animators/modellers shoulders to make something look more real, than CG. So... What does all this talk about movies have to do with Imagine anyway? :) ------------------------------------------------------------------------ "...even the stuff you taught me, has been pushed back into the dark recesses of my mind... Need a candle or two (rendered of course, as my light source) to find all that buried info again..." -- Barb Hall on learning Imagine ## Subject: Re: New Imagine Options Date: Thu, 4 Mar 93 0:41:43 PST From: mnemonic@netcom.com (Rev Lebaredian) > > Rev Lebaredian writes: > > I agree with you on the lens flare as being just one more gimmick, but > > the motion blur is essential. > > One more thing I'd like to tack on to the list is depth of field. > > Hmmmmm...comments like this really make me wonder what people are using > Imagine for. The compute expense for these effects is phenominal and > while they make really nice stills, they are quite impractical for animation, > at least on an Amiga. Unless you are doing special effects for film and > video, I really feel that such capabilities are mostly fluff and are most > useful for bullet items on a product feature sheet. Aside from the fact that > animation is about trying to effectively convey some idea or story rather > glitz the audiance in photorealism, I think too many people fail to attend > to more subtle photorealism issues such as good lighting, appropriate color > choices, layered texturing, and realistic modeling. If you want to target > features of other products that would make Imagine more competitive, I would > concentrate on things like animated free form deformation, inverse kinematics, > procedural animation, better user interfaces, scanline mode shadow generation, > particle systems, etc, etc. > 1. The are only expensive in terms of rendering times if you switch them on. If you don't need them, then don't use them. Simple as that. 2. I must disagree with you on the necessity of depth of field and motion blur. Both of these are essential, not mention useful tools in composition. I have needed these tools many times for the message I wanted to portray and there was no clean way of doing them using imagine. Just take a look at any magazine and play close attention to how most of the time photogrophers use narrow depth of fields to draw your attention to one particular subject, instead of having it bounce all over the place unpredictabley. Also, pay close attention to Computer animation you consider jerky, and computer animation you consider smooth. Chances are the smooth one made use of Motion blur extensively. > > Without it, you will allways have the superclean look of CG. > > You don't need motion blur to get rid of the "superclean look". Careful > attention to the areas I mentioned above possibly coupled with some image > processing can do extraordinary things. Only to a certain extent. For most people, the thing that lets them know that what they are watching is CG is the jarring clarity resulting from that lack of both motion blur and depth of field. Humans are used to seeing certain things out of focus and seeing theings blurred when they move faster than their eyes are capable of handling. Anything that goes against this will clearly stad out. -- -------------------------------------------------------------------------------- "My moral standing is lying down." mnemonic@netcom.netcom.com ## Subject: Re: Babylon 5 Date: Wed, 3 Mar 1993 10:02:08 -0500 From: Jason B Koszarsky <kozarsky@cs.psu.edu> >The actress who played the telepath.. where have we seen her efore? Didn't she also play a role in the 'Night of the Living Dead' remake? The main female character, I don't remember her name. Jason K. ## Subject: CG "Reality" Date: Wed, 3 Mar 1993 09:11:15 -0500 From: "Christopher Stevenson" <csteven@aries.phys.yorku.ca> People - greetings. So much has been said about lens flare since B5 came out that I had to put in my two cents' worth. The issue, I believe, is that suddenly everyone is realizing that it's one of the growing tools in the contemporary animator's bag of tricks for suspending disbelief - one of the many - and you can't have too many tools for this if you want to be good. We see images in two ways; through our eyes directly (which you *really* wouldn't want transcribed onto film directly because almost everything would be fuzzy except the precise centre of your field of view, and everything would jump around constantly), and from recreations, photos and the like. All photographs are recorded with *optics* of one type or another, and the more complex the optic (the more lens surfaces it has) the more likely you are to see scattered light and other effects. Lens flare arises only from VERY bright light sources within, or near to, the field of view of the optic - it takes the form of multiple images of the len's aperture diaghram as inter-reflected between those many lens surfaces in the camera. Most commercial optics are comprised of up to a dozen individual lenses; lots of surfaces. Lens flare "objects" are multi-coloured because of the anti-reflection coatings on these lenses (to get an approximate effect, look into the front of your 35mm SLR sometime with a bright light behind you so that you can see it's reflections off of all those lenses, maybe only three or four in something like a standard 50mm lens). The "spiky" radial light is due to diffraction at the edges of the blades of the diaghram; if the iris has 12 blades, then you'll see 12- sided (roughly) "flare" objects and 12 primary sets of spikes. Then there's all the scattered light from imperfections, etc, and this can take many forms - rings, you name it. The point is that lens flare exists in everything - even the glare (not the flare objects, but only the diffraction effects) exists in our own eye images. Completely natural. Computer graphics began by approximating the real world with nice crude little facets, then learned how to shade them, then learned how to make shadows, how to do refraction and reflection effects, how to "fake" wonderfully complex surface textures, how to "mimic" complex things like trees, smoke, and broken rock. The intent is to recreate images of the real world, for people involved in graphics sold to that market. Artistic uses don't necessarily require it, nor do they even require resolution (look at how favorably pixelation is used in many advertising campaigns, etc etc). There are still a few things that CG can't do correctly. Backwards ray-tracing (meaning that light is sent FORWARD through the scene, to properly reproduce the caustic effects one sees on the bottom of swimming pools, the focusing of light *onto* something else by lenses, and so on) is still a real toughie - it's hideously expensive unless you do it cleverly. *Proper* post-filtering to include all the diffraction effects you;d expect to see around bright objects can be expensive. Depth of field, another intrinsic property of everything imaged by eye or camera, is usually forgotten. The more tricks the better - if the intent is to recreate reality, then what happens in reality has to be mimicked before you begin to accept these images as real ones. If CG is to be used as a replacement for setting up real models of spacecraft i nreal studios, do it properly. Babylon 5 - for what it's worth, not half bad. The story was thin and ludicrously predictable, the characters were all stereotyped and seemed like the sort of thing you'd find in any half-respectable Japanese anime film, the visual design and concept was Star Wars, put very simply, the acting was horrible - by modern cinemategraphic standards. Had I seen this in a threatre, I'd have left. BUT, it should sell well to the masses on television. The graphics were clean and gorgeous to look at, but they weren't realistic - free space doesn't have blue nebulae as bright as planetary surfaces.. I thought of the classic mall "air brushed unicorn"-type illustration, but fine. This thing sells, or malls wouldn't peddle them. The lens flare was OVERDONE! Even small ship thrusters had excessive amounts (they shouldn't have had much at all). The intent here, it seemed to me, was to imitate Blade Runner - IMHO. There were many things that I did like; the design of B5, for one, and the acceptance of the laws of physics (something which Star Trek has given up on. Gravity? What's that? Even when people can walk through walls they're always held up, somehow, by the deck plates). The graphics, the main reason I watched the pilot in the first place, *were* gorgeous but I think I'd tire of them quickly. The characters are at least varied. The resemblance to yet another Star Wars Cantina scene of the whole show is unfortunate - probably also a selling point. B5 will be moderately successful, in my opinion. Not overwhelmingly so. DS9 (Star Trek) and TNG have a hugely successful tradition underlying them, and will always be popular - and most of the episodes focus on the *human* aspect increasingly, the reason why we all watch television or go to the movies, right? (I would hope so...) I can let the obvious reality abuses slide in favor of the stories, and get about what I expect out of something with about a 45 minute run time. Sometimes I'm pleasantly surprised. The graphics sell the story - the story has to be believeable, and the graphics should aid in this suspension of disbelief, whether their role is to look mundane, very real, very bizarre, or even very computerish. Now the real point: if Imagine wants to be thought of as not just a graphics toy, it had better incorporate as many of these tricks from the bag of reality it can - lens flare/glare, depth of field, motion blur. Otherwise it'll be lost in the crowd. I like Imagine - too bad it's falling behind. -More than my two cents' worth - my apologies! Christopher C. Stevenson Physics and Astronomy York University Disclaimer- This institution has no influence on my comments here in any way whatsoever, in a direct fashion. ## Subject: Re: SLICE alternatives? Date: Wed, 3 Mar 93 13:12:19 -0500 From: mbc@po.cwru.edu (Michael B. Comet) > >Well, last night I ran face first into the SLICE bug while trying >to add faces to an outline of my state map. >I found a workaround that might help anyone else trying to get the >slice command to work. >But first, I wanted to ask if there is any other program that will >convert pictures to objects and add faces to them like LOAD IFF and/or >SLICE would if they actually worked? >Does Vertex do this? or maybe pixel 3D? > Heck! That's what Pixel 3D was first made for! >Anyway, here is what I eventually did to get faces onto my state >outline: >I extruded the outline to make it "tube-like" (like a cookie cutter) >then deleted all the faces from the object. You may not have to [STUFF DELETED] >outline that you scaled down. That's all there is to it! wish I >would have thought of it before I wasted 2 hours trying to get the >SLICE command to work. Holy Cow! Zounds! Brilliant! At first I said...well okay sounds resonable, but you end up with a hole. But not quite: 1] MAke a FLAT outline of your object (no need to extrude) 2] Paste a smaller copy down. Not too small, doesn't matter. 3] Skin. 4] here it is: Select ALL the points that make up the inner "hole" and then select JOIN! That should give you a flat object similar to a primitive disk in that it has one center point and a bunch of outline points. I admit, i haven't tried this yet....but i will! -- +======================================================================+ | Michael B. Comet - Computer Programmer / Graphics Artist - CWRU | | mbc@po.CWRU.Edu - This Sig file is temporarily Out Of Order | +======================================================================+ ## Subject: Make soft won't work! Date: Fri, 5 Mar 93 15:15:33 PST From: Byrt Martinez <martinez@nwcserv1.cup.hp.com> Hello All! I'm having trouble with make soft/make sharp. I made an object from a tube and cut out some pieces using Slice. After specifying some of the edges to be sharp and rendering it, the tube Phong shades okay at one end, but there is some faceting at the other end. None of the edges on the tube itself is specified as sharp, so there should be no problem, but it is there. I've tried different settings and still can't find out what the problem is. It's frustrating because Imagine at least knows how to shade part of it, just not all of it, like I would like. Anybody else have this problem or a possible solution? Thanks! Byrt ## Subject: ISL 1.4 released Date: Thu, 4 Mar 93 1:03:16 PDT From: grieggs@jpl-devvax.jpl.nasa.gov (John T. Grieggs) Hi. ISL 1.4 is out. I personally uploaded it to Portal and ftp-ed it to amiga.physic.unizh.ch. Doubtless, it will propogate from there to the other popular ftp sites. Attached are the updated readme and history files. As always, I appreciate feedback, good or bad. I am still gathering a feature list for a possible graphical replacement for the stage and action editors; send specific suggestions to this address! I would also like to get a better handle on the propogation of ISL to the various non-Portal services. If you would like to be the designated uploader of ISL releases to CI$ or whatever, please let me know and I will select one person per service. There's no pay for this, just a good feeling inside. Don't send it to Fred Fish, I want that honor myself! :-) _john --readme--readme--readme--readme--readme--readme--readme--readme--readme-- Hi, and welcome to ISL version 1.4! What is is? ISL is the Imagine Staging Language, a language create to make the creation and manipulation of Imagine 2.0 staging files a whole lot easier. Who needs it? You do, if you are an Imagine user who is not satisfied with the Action editor, and aren't afraid to try something new! How much does it cost? Nothing. Nada. Not one red cent. This is my little contribution to the Imagine user community. What's a few thousand lines of code between friends? :-) It may be freely distributed, as long as it is not sold for more than media cost. I require that you not charge for it's use or sale and that you keep all the pieces together. I also ask that you give me a little credit if you use it for anything neat. I'd like to hear from you at one of the addresses below if you use it - it's always nice to hear! Bug reports should go there, too. Keep what pieces together? Well, this file, for one thing. Also: name size destage 23036 the de-compiler restage 44376 the re-compiler ISL.doc 5918 the docs ISL.BNF 5827 the grammar frames.c 2392 a sample c stage producer history.ISL 1418 version history Now what? Get it, enjoy it, and have a great day! Electronic addresses: grieggs@jpl-devvax.jpl.nasa.gov JohnG@cup.portal.com Snail-mail address: John T. Grieggs 1045 E. Locust St. Pasadena, Ca. 91106 --readme--readme--readme--readme--readme--readme--readme--readme--readme-- --history--history--history--history--history--history--history--history-- 3-3-93 - ISL 1.4 Improved restage performance. Added hyphen '-' character to BNF. Changed restage info message to reflect it's being more of a compiler than a re-compiler. Removed gratuitous and hard-to-remember-to-maintain version numbers from several doc files. README.ISL and history.ISL will continue to report the current ISL version. 2-20-93 - ISL 1.3 Added QUICKDRAW flag to AXIS syntax. 2-10-93 - ISL 1.2 Compiled with -O. Decided it was less confusing to give the entire package a version number, rather than each piece. Thus, destage 1.2 and restage 1.2 are here even though destage did not change. At least, the source did not change - the size did due to the new compile option above. Fixed an oversight (bug) which limited the size of a binary stage which could be generated by restage to 100000 bytes. Stages are now written directly to disk, and the sizes updated using fseek. Arbitrarily decided to remove the sample ARexx scripts. While I appreciated the effort which went into writing them, they didn't handle the complete ISL syntax and I didn't want to put the effort into learning ARexx well enough to fix them. Perhaps I'll bring them back in an enhanced form someday. 12-3-92 - destage 1.0, restage 1.1 Added '-' to the filename characters recognized by restage, fixing a spurious parsing error. 11-22-92 - destage 1.0, restage 1.0 Initial release --history--history--history--history--history--history--history--history-- ## Subject: Ground? Date: Tue, 02 Mar 1993 21:49:35 -0500 (EST) From: DMCCALL@uoft02.utoledo.edu Hello all! This is my first post to this list :) I have recently purchased Imagine 2.0 and am familier with Turbo Silver. What I want to know is in Silver one is able to wrap an iff around a "ground" image... how does one do this in Imagine, and also I am having serious difficulty using a global brush in the action editor, I understand that the image MUST be the same resolution as the render.. yet I still get an error even after matching resolutions. Thanks, -Don ## Subject: Re: Babylon 5 Date: Wed, 3 Mar 93 12:53:26 EST From: woovis@jcnpc.cmhnet.org (William V. Swartz) > > Oh come on, don't you think the security chief is Dan Akroyd's long lost > twin brother???? > > Tom Smith This is exactly how I felt! Where did you guys get 'Bruce Willis' out of this actor other than the haircut? Someone else had mentioned that they felt the actors were too serious and full of themselves. I felt they weren't very serious, in fact there a more than a few scenes with serious dialog but the facial expresions on both the commander and the 'Ackroid twin' made me think they were about to crack up! My first viewing of B5 was a short one that left me disappointed in both the acting and the CGI but know that I have watched the entire movie I am still disappointed with the actors and the writing. I had mentioned that the CGI looked 'sterile' before but that is not the case. It suffers from being very clean video inserted into lower quality filming so the resulting edits make the CGI video really stand out as far as crispness. I know that the show was produced on a shoestring and it really is a testament to what can be done with desktop computer imagery but with such lousy acting and low quality filming the 'enjoyment' of sci-fi is lost for me due to the distractions caused by all of the above. If this show does make series status without any changes I give it all of 6 episodes before cancellation. No Dave, I don't have "Toaster-envy" so quite being so damn defensive! // \X/ -BiL- woovis@jcnpc.cmhnet.org (See my 'Imagine'-ary signature below) ## Subject: Re: New Imagine options Date: Tue, 02 Mar 93 11:44:25 EST From: Mark Thompson <mark@westford.ccur.com> > > In closing, true ray tracing is essential, followed closely by > >lense flair and motion blur. > Question for you, Sir. Why is "lense flair [sic]" so essential? As Harv pointed out, lense flare effects are rather gimmicky and do stick out like a sore thumb. They should be used in moderation where appropriate. I personally felt Theology GROSSLY overused this effect. But my question is why do you think "true ray tracing is essential"?? Ray tracing in general brings very little value to the animator and if anything, hinders his/her productivity. In my mind, Real 3D's greatest weakness BY FAR is the fact that it is a ray tracer first and foremost with only secondary consideration to traditional scanline rendering. This is completely opposite of nearly all professional production 3D packages on the market. I can think of about 100 other enhancements Imagine could use before "true ray tracing". %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~% % ` ' 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: asimVTR Date: Wed, 3 Mar 93 18:03:47 EST From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu> Has anyone used/heard of/ gotton feedback on the asimvtr. I currently have a 1200 frame animation I would like to output, without hte expense of single frame recording. this product sounds promising. any comments are appreciated. For those who have not heard of this product I'll briefly mention what I know about it. The asimVTR program should allow anyone with a fast scsi harddrive to get decent playback of full screen images directly from a custom harddrive partition. it only costs about 85 bucks! I've heard that a standard a3000 can do better than 15 FPS with 3 bit dctv images. An a3000 with the new 8.5 ms hd's from maxtor may do 50 fps. anyone with any other suggestions for outputing a large animation w/o SFR should drop a line here. anim format is out of the question. too much change per frame. Moviemaker isn't out yet. THe DMI setup is a bit expensive for what it currently does. I'm kind of stuck. anybody?? thanks. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ | why would he be such a jerk? i know that he doesn't smoke steve lombardi | drugs. and he doesn't do cocaine. and he doesn't shoot stlombo@acm.rpi.edu | smack. and he doesn't even drink beer. Why would he be | such a fu*ker to me? --WEEN ## Subject: New Imagine options Date: 4 Mar 93 15:51:34 EST From: dtiberio@xamiga.linet.org (David Tiberio) (Amiga Graphics BBS 516-473-6351) In an article, src4src!mcdhup!rutgers!student.tc.umn.edu!kalb0003 writes: > > As for service, hell, I'll start up a BBS for Impulse if I can get >the backing. I live right near by in the Twin Cities. I'll even proof >their > Cyrus J. Kalbrener > (612) 649-1437 Well, my BBS is geared towards Imagine, although I only have 157 megabytes of disk space and I need some too. I get all the comp.sys.amiga groups, and some 3d mailing lists in my message base. I admit I only have 2400 baud because Mr SupraFAX wants to sit in the box unopened and wait for a refund (should I say Mr SupraFAX the Fifth?), but anyone is welcome to call and log in using the handle ANONYMOUS and the password GUEST. I would also be glad to get support from Impulse. Actually all they would have to do is make sure I get more disk space and upload some files, and answer questions once in a while... -------------------- Via Amiga Graphics BBS (516) 473-6351 -------------------- David Tiberio // Amiga Graphics BBS (516) 473-6351 dtiberio@xamiga.linet.org // NO SUPRA MODEMS --- BY POPULAR REQUEST Long Island, New York \X/ USENET - 3D - Music - Fonts - Pics - Utils -- ## Subject: inverse kinematics Date: 3 Mar 93 19:26:09 CST6CDT From: "Mike Jiang" <MJIANG@gab.unt.edu> What exactly is inverse kinematics? Mike Jiang ---------------------------------------------------------------------- | "Cogito cogito ergo cogito sum." | email==> mjiang@gab.unt.edu | | "I think that I think, | or ij61@vaxb.acs.unt.edu | | therefore I think that I am." | | ---------------------------------------------------------------------- ## Subject: DrawingPad by TriMedia Date: Thu, 04 Mar 93 14:17:30 EST From: Adam Benjamin <A.Benjamin@mi04p.zds.com> This maybe of little interest but here goes. I was reading the premier issue of Amiga Video/Graphics (the new AVID) and in a review of DpaintAGA Doug Shannon mentions this cool touchpad called DrawingPad. This is the first I have heard of this thing. Does anyone have one? How usefull is it? Dpaint makes use of it "pressure sensitive" tip to vary the width of the line you are drawing (according to the article) This sounds like a nifty thing to have if it isn't a lot of money. What other programs use it besides Dpaint? (briliance maybe? if that ever ships) The New AVG magazine is pretty nice by the way, missing a proofreader for this first issue, but other than that a nice mag. ************************************************************ * Adam Benjamin A.Benjamin@mi04.zds.com * * Christian Animator AF987@yfn.ysu.edu * * Disclaimer: Nothing I say means anything to anyone that * * might take it to mean something I didn't! * ## Subject: 3.0 and the tacking of ilbm's Date: Wed, 3 Mar 93 17:54:42 EST From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu> sorry if i'm jumping the gun but I have a few questions about 3.0 of imagine. if anyone has any FACTUAL info on the following please respond. 1. please explain the benefits of what was mentioned in the newsletter as tacking ilbms to faces. 2. it would be handy to save directly to jpeg, especially if the impulse jpeg card is not vapor. thanks _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ | why would he be such a jerk? i know that he doesn't smoke steve lombardi | drugs. and he doesn't do cocaine. and he doesn't shoot stlombo@acm.rpi.edu | smack. and he doesn't even drink beer. Why would he be | such a fu*ker to me? --WEEN ## Subject: Panning Starfields Date: Wed, 3 Mar 93 18:49:28 PST From: animato@cup.portal.com Hello fellow Imagineers... I've been trying to get the illusion of panning across a starfield to simulate the depth like you see in sci-fi fx. Maybe you guys can suggest a better way to do it... Here's my solution: In Dpaint, I spray a hires overscan 8 grey starfield. I then FLAT WRAP it to a huge sphere in Imagine. I put all my lights, cameras and objects inside the sphere. Disadvantages: My stars distort on two sides of the sphere where the wrap is completed. My stars look to big and too close because Imagine resizes the map. Any and all help would be appreciated, Keith E. Veleba animato@cup.portal.com P.S. I would appreciate if someone would try some of the ideas brought forward on lens flares and maybe elaborate on how to do them consistently. THANX ## Subject: Re: New Imagine Options Date: 3 Mar 93 12:35:49 EST From: dtiberio@xamiga.linet.org (David Tiberio) (David Tiberio) In an article, src4src!mcdhup!rutgers!ho.sp.paramax.com!dave (Dave Wickard) wri >Harv@cup.portal.com (Harv Laser) writes about >>Question for you, Sir. Why is "lense flair [sic]" so essential? If lens flair is the colored circles that appear when a light source appears on camera, then I hardly see what is so complicated about it, unless of course it is done automatically. :) >Well, to be honest Harv, me thinks it's like those first >black and white commercials that appeared as if the cameraman was >having a seizure. Bouncing all over, strange camera angles, that kind >of thing. Pretty soon....EVERY commercial got to be that way. Ugh! I noticed this too! TV has changed so much in the past 10 years...and I laugh whenever I see these types of commercials. They still do it unnaturally. I have a brain...I know that when I open a box of cereal the lids usually gets ripped, yet they continue to make the tops perfect and stuff... they are so fake...I could go on and on about all that. >That look was actually imbedded in the creative process. >Thankfully, after 4 or 5 years of it now, they seem to be >coming out of their creative "comas" now. They are still not very realistic. If I did a commercial, of a sports car for example, when the car in the end of the scene approaches the camera I would use highly reflective paint on the car such that you could see a reflection of the camera man and some guys sitting in directors chairs and stuff. If I ever did commercials I would have so much fun... or for cereal commercials I would have the 4 year old kid put in too much cereal and then spill the milk all over the place! Americans incorrectly think that if it looks good then it is good... I am tired of my bosses at work telling me to make the floor nice and clean so the Burger King customers don't think it is dirty, yet the way they store food and other products is ridiculous... >They would, however, be one more creative weapon in an arsenal >that can not be overstocked. :-) >>I'd sooner see them work in a true 3-D perspective editing >>stage first. :) Imagine has some good poinbts, but I am liking Lightwave 1.0 more and more each day... > >>>I'll even proof their >>>they llet me. ^ > ^^ >>> Well, I just got done seeing Babylon 5 here in the Twin Cites, ^^^ >Remember the ambassador in the suit? The one nobody could ever see? >(Kohs...Kahz...Koss) well, guess what it looks like. >It's Wilson, the neighbor behind the fence on "Home Improvement"! Kosh. I heard that Allen Hasting's arm was in the movie, and that appears to be the only time an arm is significant...when Kosh was poisoned. But them again, it fits Wilson's character well! >Dave Wickard (612) 456-2783 "The big lump in your Pork n Beans is -------------------- Via Amiga Graphics BBS (516) 473-6351 -------------------- David Tiberio // Amiga Graphics BBS (516) 473-6351 dtiberio@xamiga.linet.org // NO SUPRA MODEMS --- BY POPULAR REQUEST Long Island, New York \X/ USENET - 3D - Music - Fonts - Pics - Utils -- ## Subject: Depth of field Date: Fri, 5 Mar 93 08:31:07 CST From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith) What is depth of field, and how is it done? Tom Smith ## Subject: Re: New Imagine Options Date: Fri, 05 Mar 93 13:09:09 EST From: Mark Thompson <mark@westford.ccur.com> > Just take a look at any magazine > and play close attention to how most of the time photogrophers > use narrow depth of fields to draw your attention to one particular > subject, This is definitely true of photography but I think you would be hard pressed to find much use of it at all in 3D animation with a few rare exceptions. > you consider jerky, and computer animation you consider smooth. > Chances are the smooth one made use of Motion blur extensively. Actually most commercial CG animation that looks smoother is not due to motion blur but is instead due to field rendering (the ability to render 60 interlaced fields per second rather than 30 frames (effectively doubling the motion sample rate). I ofcourse realize that motion blur is being used by some (the recent Pixar commercials are a good example) but they are definately not the norm. > > attention to the areas I mentioned above possibly coupled with some image > > processing can do extraordinary things. > Only to a certain extent. My point is that even motion blur can be faked somewhat effectively with careful image processing at a fraction of the compute cost to render it. I would venture to guess that with a scene of any photorealistic quality with motion blur applied, you will be looking at render times in the 3-4 + hours per frame on a souped up Amiga. That is not acceptable for animation. This is certainly conjecture but very educated conjecture. I do not wish to belittle the visual importance of depth of field and motion blur but I do think there are many other more important things that help get the animators point across without creating a tremendously huge CPU burden. %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~% % ` ' 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: Babylon 5 Date: Sat, 6 Mar 93 10:46:03 PST From: ua197@freenet.victoria.bc.ca (Christopher Stewart) I believe the woman who plays the telepath on B5 was also featured in an article/advertisment on morphing. Morph Plus I assume, I'll look it up. -- This Way Lies Madness.......... Ua197@freenet.victoria.bc.ca (512k A1000, a TV and one floppy ;-). Fido: 1:340/43, 1:134/92 ## Subject: Please Forward ASIMVTR Info Date: Sat, 6 Mar 93 10:39:45 PST From: DonD@cup.portal.com I would like any Info you recieve(d) on ASIMVTR, thanks. If you are short on money but long on time you could try laying your anim down by hand! An article in Avid's July/August 1992 issue titled "Single Frame Animation on The Cheap" described using a Sony VCR with Jog/Shuttle to record a still for -say- 10 frames then use the Jog/Shuttle to back up 9 frames and record the next still for 10 frames, back up 9... I used this technique on a 180 frame (Not quite 1200) Anim on my Sony V801 Hi-8 Camcorder with frame accurate positioning. After some experimentation I found that the camcorder will back up 4 frames from where I left it in record-pause mode and then start recording. So I position the video on frame 1 and record a still for 10 frames, back up to frame 6 and go into record-pause mode, set up the next still and when I hit pause to start recording the camcord er backs-up to frame 2 (6-4) and I record for about 10 frames and repeat for each frame. Because the V801 is frame accurate (look for a Camcorder or VCR with RC Time Code) I could do 10 frames and turn everything off to rest and come back later and pick up where I left off. I'm thinking about buying the Sony V-Box (Computer to Sony interface) and tryin g to automate this procedure. Don DeCosta DonD@cup.portal.com ## Subject: Re: Lens Flares Date: Fri, 5 Mar 1993 16:53:41 -0500 (EST) From: Naked Man <parham@athena.cs.uga.edu> > > A Naked Man writes: > > > Lens flares are a part of the "new" lightwave 3.0 system not yet released. > > tell me what you all think of this: Lens Flare objects which > > are actually disks with the radial texture applied to them. > > It is quite trivial to emulate a lens flare in any capable renderer. In > my last film which was done with LW 2.0, I created a series of objects that > emulated lens reflection rings. They were simply luminous disks with a > transparency map applied to them. I created the map myself rather than rely > on a procedural texture. The effect was stunningly similar to those seen in Babylon 5 and Theology. A little creativity can go a long way. Very few Sounds great, I am truly proud of you. I'm not sure which is more efficient in Imagine, however: procedural textures or memory hogging bitmaps... Do you use Imagine much at all or are you exclusively a Lightwave animator? You probably know the balance in Cg animation between cost, time, creativity, machine efficiency... I am perfectly happy to tweak a little effect here and there. As an artist in traditional 2d media, I'm comforted with merely the 'illusion' of a reality (not just 'the' reality of human optics). What an incredible day it will be when computers can render virtual scenes nearly indeeterminable from real life. ( scary, too, yes)... Not so much to see scenes of reality, but just in Imagining all of the possibilities that will have been opened along the way. wes~ ## Subject: Re: Panning Starfields Date: 6 Mar 93 20:48:00 EST From: "Ross Knepper" <95RKNEPPER@vax.mbhs.edu> Wrote animato@cup.portal.com: > Hello fellow Imagineers... > > I've been trying to get the illusion of panning across a starfield to > simulate the depth like you see in sci-fi fx. Maybe you guys can suggest > a better way to do it... > > Here's my solution: > > In Dpaint, I spray a hires overscan 8 grey starfield. > I then FLAT WRAP it to a huge sphere in Imagine. > I put all my lights, cameras and objects inside the sphere. > Disadvantages: > My stars distort on two sides of the sphere where the wrap is completed. > My stars look to big and too close because Imagine resizes the map. > > Any and all help would be appreciated, > Keith E. Veleba > animato@cup.portal.com > > P.S. I would appreciate if someone would try some of the ideas brought > forward on lens flares and maybe elaborate on how to do them consistently. > THANX There is a better way to accomplish this, as long as you posess some programming skills (there is nothing difficult). All you need to do is choose the "Genlock Sky" option from the globals screen, and the frames render with the background as color 0. Then, you load each frame into a program which calculates the amount the pregenerated star map has scrolled since the last frame using simple triginometry, and puts in stars over color 0. This will generate a perfect background, but is slightly more difficult to do. - Ross Knepper [The rest of this signature has been commandeered by the FBI] ## Subject: Re: (Panning) Starfields Date: Sat, 6 Mar 93 10:45:26 PST From: DonD@cup.portal.com >Hello fellow Imagineers... > >I've been trying to get the illusion of panning across a starfield to >simulate the depth like you see in sci-fi fx. Maybe you guys can suggest >a better way to do it... > I spent FOREVER trying to get a StarField I could pan. I tried making a .0001 Imagine unit pyramid and then using TTDDD and a couple of REXX programs to "Splatter" thousands of these little suckers all over the night sky. I spent WEEKS on this trying different Splatter techniques, forcing perspective by scaling some of the "stars", shrinking things down to a point where I was moving the camera from .05 to -.05 over 120 frames trying move *past* the stars not just jerk from star to star... It was HELL! And then one day I was sitting at my job, 30 miles away from my beloved Amiga and the weirdest thing happened, my brain did a complete 180, shifted out of Imagine mode and slipped into DPaint mode and said "Didn't you read a Joel Hage n article in Amiga World about using Dpaint and Color Cycling to draw star fields ?" After sitting at work in toture for the next 6 hours I finally got home, dug through all my old, disorganized Amiga Worlds and found the article! After a mere 2 hours of experimentation I had a beautiful star field anim that I could use as an Imagine backdrop and my weeks of suffering were over! The article was in the May 1992 "Accent on Output" issue (proving that every Amiga World has at least ONE decent article!) I'll try to summarize. Needs DPaint III or higher (Anim Painting invloved) 32-color screen create a 16 color grey-scale range (0-0-0 to 15-15-15) make it range 1 Bring up the Spacing Requester (Right Mouse Button on Line Draw Tool) Select N Total and enter 16 (You should now be able to draw a line and get 16 evenly-spaced dots instead of a continuous line) Select your range and choose CYCLE from the mode menu now when you draw a line you'll get 16 evenly spaced dots each lighter than the previous dot. Set up an animation with a number of frames greater than 16 (N Total) and that no divisor in common with 16... 25 is a good start. Hold down the AnimPaint key and draw a line, each of your evenly spaced dots will be a different FRAME now and be a different color. Keep drawing lines, long line for close stars, short lines for far away stars. When you are happy with your Anim save the frames individually, use ADPro to manipulate to the size you need for an Imagine backdrop and have fun. The article was geared towards the classic "stars comming-at-you" star field but the concepts are good for a panning star field. Now If I could just get Leo Schwab to give his ES star field program a "Save Frames" option (of course I guess I could ask him :-) Leo do you read this List ?) Don DeCosta DonD@cup.portal.com P.S. Could someone please tell me what I should have done to keep this post from being bounced to me a million times? ## Subject: G-lock + Firecracker24 Date: 6 Mar 93 18:34:45 EST From: dyancey@xamiga.linet.org (Darrin Yancey) (Amiga Graphics BBS 516-473-6351) Has anyone had any luck using a genlock with the firecracker. I have tried the G-Lock and it doesn't key on the 24 bit graphics, only the amiga native graphics. I want to key 24bit titles over live or recorded video, preferably on S-VHS ## Subject: Re: DrawingPad by TriMedia Date: Sun, 7 Mar 93 11:47:33 CET From: ebers@gfxbase.in-berlin.de (Thorsten Ebers) Hi Rave-tracers, > > This maybe of little interest but here goes. > > I was reading the premier issue of Amiga Video/Graphics (the new AVID) > and in a review of DpaintAGA Doug Shannon mentions this cool touchpad > called DrawingPad. This is the first I have heard of this thing. > Does anyone have one? How usefull is it? Dpaint makes use of it > "pressure sensitive" tip to vary the width of the line you are drawing > (according to the article) This sounds like a nifty thing to have if > it isn't a lot of money. > What other programs use it besides Dpaint? (briliance maybe? if that > ever ships) > Could someone give more details about that touchpad.Besides that I have seen it at WoC (Germany) . If its affordable I think I need it. Anyone experienced using a touchpad for rendering,modelling. What things watching out ?? Thorsten > The New AVG magazine is pretty nice by the way, missing a proofreader > for this first issue, but other than that a nice mag. > > ************************************************************ > * Adam Benjamin A.Benjamin@mi04.zds.com * > * Christian Animator AF987@yfn.ysu.edu * > * Disclaimer: Nothing I say means anything to anyone that * > * might take it to mean something I didn't! * > --- Thorsten Ebers e-mail: ebers@gfxbase.in-berlin.de Tel.: +49 30 321 3428=20 ## Subject: Re: New Imagine Options Date: Sat, 6 Mar 93 23:45:26 PST From: mnemonic@netcom.com (Rev Lebaredian) > > > Just take a look at any magazine > > and play close attention to how most of the time photogrophers > > use narrow depth of fields to draw your attention to one particular > > subject, > > This is definitely true of photography but I think you would be hard pressed > to find much use of it at all in 3D animation with a few rare exceptions. > I should have clarified this earlier. Depth of Field is used in film as well as video. It greatly enhances the artisits ability to bring his message across by filtering out needless visual noise. Depth of field is not limited to stills. > > you consider jerky, and computer animation you consider smooth. > > Chances are the smooth one made use of Motion blur extensively. > > Actually most commercial CG animation that looks smoother is not due to > motion blur but is instead due to field rendering (the ability to render > 60 interlaced fields per second rather than 30 frames (effectively doubling > the motion sample rate). I ofcourse realize that motion blur is being used > by some (the recent Pixar commercials are a good example) but they are > definately not the norm. > But they are superior... Have you ever seen Ralph Bakshi's "Lord of the Rings"? It was hard to look at. The whole thing was rotoscoped, and without thinking, they cleaned up the motion blur instead of leaving it in. It was very jerky. The same holds for CGI. > > > attention to the areas I mentioned above possibly coupled with some image > > > processing can do extraordinary things. > > > Only to a certain extent. > > My point is that even motion blur can be faked somewhat effectively with > careful image processing at a fraction of the compute cost to render it. > You could not fake it with very complex scences(at least succesfully). > I would venture to guess that with a scene of any photorealistic quality > with motion blur applied, you will be looking at render times in the 3-4 + > hours per frame on a souped up Amiga. That is not acceptable for animation. > This is certainly conjecture but very educated conjecture. > Excuse me, but how can you even give such a time without defining how complex the scene being rendered is(number of polygons, primitives, etc..., lights, procedural textures, bitmapped textures, etc...) not to mention which alorithm's(program) is being used. Such benchmarks of the top of your head are meaningless. > I do not wish to belittle the visual importance of depth of field and > motion blur but I do think there are many other more important things > that help get the animators point across without creating a tremendously > huge CPU burden. Then don't use these features. Many other people such as myself do require such features. That's why I am planning on switching over to Real3D v2.0. -- -------------------------------------------------------------------------------- "My moral standing is lying down." mnemonic@netcom.netcom.com ## Subject: Color problems... Date: Sun, 7 Mar 93 22:42:54 EST From: awren@st6000.sct.edu (Alan Wren) ok, I'm pretty new to Imagine right now, and ran into an interesting problem... I did a simple animation of a plane rotating on 1 axis... 30 frames, scanline, with a nice chrome att. as well.. I set the +zenith to white, the horizon to blue, and the ground to green. it looked great! the colors reflected well and blended too. (I had sky blending set to 255 as well) so I thought I'd make it more interesting... I added a circle path, had the camera follow it, and increased the animation to 60 frames to make it smoother... all the globals and the lightsource stayed the same,the only change was the camera moving and the increased frames... when it rendered, the green and white portions of the picture were completely gone, and all i got was this super blue scene with the faint outline of the plane in it... I've rechecked all the globals many times, to no avail... has this happened before? is it solvable? what causes it? if it is new, can the problem be named after my cat? (she was there the whole time) oh yeah, Imaigne 2.0, FP version... -- The Archdruid of Internet... / Information wants to be free. awren@st6000.ct.edu / Believe it, pal. --------------------------------- ::::::Bruce Sterling \_________________________________ We are the music makers. And we are the dreamers of the dreams. :::::Wille Wonka ## Subject: Motion Blur (was Re: New Imagine Options) Date: Mon, 8 Mar 93 08:17:34 CST From: tes@gothamcity.jsc.nasa.gov (Thomas E. Smith) >I would venture to guess that with a scene of any photorealistic quality >with motion blur applied, you will be looking at render times in the 3-4 + >hours per frame on a souped up Amiga. That is not acceptable for animation. >This is certainly conjecture but very educated conjecture. > >%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~% >% ` ' 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 % >% % > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I was wondering if an Arex script could be set up to use DCTV to emulate motion blur ala Steve Worley. The script would essentially load in (1) the just-finished Imagine frame, (2) a few frames before the frame in (1) and set the filter to 50% or less, and blend them together? It should cut down greatly on that 3-4 + hours of rendering time if it works. What to you think? Tom Smith ## Subject: Motion Blur (was Re: New Imagine Options) Date: Mon, 08 Mar 93 10:51:33 EST From: Adam Benjamin <A.Benjamin@mi04p.zds.com> Regarding ideas for, and necessity of Motion Blur: You can do it now! (well if you own Image F/X or Imagemaster) You could easily write an AREXX script to blur all or a section of each frame, or if you just wanted to blur one object you could do each frame by hand, which would still be faster than tacking it onto the render (it has enough to do already). I did just this over the weekend (on one still image) I was not impressed with the results I might add. I don't understand why someone hasn't made a FOG or transparent set of objects to simulate lens-flare either, it should be easy enough. ************************************************************ * Adam Benjamin A.Benjamin@mi04.zds.com * * Christian Animator AF987@yfn.ysu.edu * * Disclaimer: Nothing I say means anything to anyone that * * might take it to mean something I didn't! * ## Subject: Re: Motion Blur (was Re: New Imagine Options) Date: Mon, 8 Mar 93 13:18:48 PST From: mnemonic@netcom.com (Rev Lebaredian) > > Regarding ideas for, and necessity of Motion Blur: > > You can do it now! (well if you own Image F/X or Imagemaster) > You could easily write an AREXX script to blur all or a section of > each frame, or if you just wanted to blur one object you could do each > frame by hand, which would still be faster than tacking it onto the > render (it has enough to do already). > > I did just this over the weekend (on one still image) I was not > impressed with the results I might add. > Well, although you can simulate motion blure with some Image processing programs, you cannot use it for all situations. The Image processing program does not know how fast the objects are moving in relation to the camera at any given point. -- -------------------------------------------------------------------------------- "My moral standing is lying down." mnemonic@netcom.netcom.com ## Subject: Re: Lens Flares Date: Mon, 08 Mar 93 15:17:10 EST From: Mark Thompson <mark@westford.ccur.com> > I'm not sure which is more efficient in Imagine, however: procedural > textures or memory hogging bitmaps. Procedurals will almost always be more memory efficient. The question is, how effective are they at producing the results you are looking for? In my case, LightWave currently has no radial textures. Also, my bitmap was only about 5K so there was little concern for memory usage (there seldom is when you have 32MB :-) ) > Do you use Imagine much at all or are you exclusively a Lightwave animator? Pretty much only LightWave. I own Imagine 2.0, Caligari Broadcast, and a bunch of others, but LW is what works for me. That doesn't keep me from watching what Imagine 3.0 will bring. > You probably know the balance in Cg animation > between cost, time, creativity, machine efficiency... I am perfectly > happy to tweak a little effect here and there. As a production animator, I must do this all the time. Its simpler to set up a scene and tell the software to go and trace/render it all. It is a bit trickier to do the extra legwork that will allow that scene to be completed 50% faster. Doing things like faking shadows or reflections, multi-resolution rendering with compositing, compositing backgrounds when they aren't dynamic, etc. are all common tricks. Coming up with these hair-brained hacks and tricks are half the fun of using the software ;-) %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~% % ` ' Mark Thompson CONCURRENT COMPUTER % % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics % % ' Image ` ...!uunet!masscomp!mark Hardware Architect % % Productions (508)392-2480 (603)424-1829 & General Nuisance % % % ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: Motion Blur and stuff Date: Mon, 8 Mar 93 16:53:19 -0500 From: pjfoley@sage.cc.purdue.edu (PJ Foley) Ok, first a gift: Here is an AREXX/ADPro motion blur makin' script I made a long time ago (April 12th, 1992 according to the datestamp). It's a bit crude, but it works. Known bug: source files need to be in a directory, not a root. Easy enough to fix, but I don't need to. Anyway, here it is. It works great for spachips flying through space and such. motblur.adpro /* PJ's really cool motion blur program, taylor made for Imagine and DCTV. */ /* Motblur.adpro was written by */ /* Kinetic Dreams */ /* 901 South Fourth Street #38 */ /* Lafayette, IN 47905 */ /* pjfoley@sage.cc.purdue.edu */ OPTIONS RESULTS ADDRESS "ADPro" ADPRO_TO_FRONT LFORMAT "UNIVERSAL" SFORMAT "IFF" GETDIR "'Source Directory'" IF RC ~= 0 THEN DO /* No selection made */ EXIT END SOURCE_DIR = ADPRO_RESULT GETDIR "'Destination Directory'" IF RC ~= 0 THEN DO /* No selection made, abort */ EXIT END DEST_DIR = ADPRO_RESULT GETNUMBER "'Starting Frame Number'" 0001 0001 9999 IF RC ~= 0 THEN DO /* What's that user doin'??? */ EXIT END THE_START = ADPRO_RESULT GETNUMBER "'Ending Frame Number'" 0001 0001 9999 IF RC ~= 0 THEN DO /* leave */ EXIT END THE_END = ADPRO_RESULT DO THIS = THE_END TO THE_START BY -1 NOW = THIS + 1 MIX = 100 DO THAT = 1 TO 5 DORKY = (NOW-1)||'' DORKY = RIGHT(DORKY,4,'0') THE_FILE = SOURCE_DIR||'/pic.'||DORKY say 'loading file' say THE_FILE say 'Mix %' say MIX say '--------------------------------------------------' LOAD THE_FILE 0 0 MIX -1 -1 -1 NOW = NOW -1 MIX = MIX - 20 END OPERATOR DCTV ADPRO_DISPLAY NERDY = THIS||'' NERDY = RIGHT(NERDY,4,'0') THE_FILE = DEST_DIR||'/pic.'||NERDY say 'saving file' say THE_FILE say '' SAVE THE_FILE "IMAGE" END ADPRO_TO_FRONT OKAY1 "'Finished Motion Blur Effect By PJ Foley.'" EXIT Second, a complaint/desparate plea for help: Well, it's not that desparate, I know how to handle this in another way, BUT... Why does an object that has a filter value of 255,255,255 still have visibility!?!?!? I am applying a bitmap and a filter map to a plane, and it is working partially, but the transparant parts of the plane are still effecting the objects behind them. The bitmaps are 12-bit IFFs, so I have used a full-scale value of 240. I am rendering in 24bit, so the dithering setting should be ignored, but I'm trying it again with zero dithering to see what that changes. So, in effect, what I need is to composit a free-standing 2D picture in a 3D world, without the visible effects of the plane resides on. What gives? 1001001SOS1001001SOS1001001SOS1001001SOS1001001SOS1001001SOS1001001SOS1001001SOS "pigs we get what pigs deserve"- NIN | pjfoley@sage.cc.purdue.edu| This message "Are you talkin' to me? | New year's resolution: | inspected by Did you rub my lamp?" - Genie | Same as last year's. | No. 38 ## Subject: Objects Wanted Date: Mon, 8 Mar 1993 16:12:56 -0700 From: STEELE SHAWN CHARLES <steele@ucsu.colorado.edu> Hi, I'm trying to get/make a small library of Imagine objects and would like to know where to find some. (Actually, they can be almost any format.) I like making them, but creating every little detail object in a scene is tedious. So, if anyone knows where I can look for objects to ftp, I would appreciate it. Thanx, shawn steele steele@ucsu.colorado.edu ## Subject: Re: Motion Blur (was Re: New Imagine Options) Date: Mon, 8 Mar 1993 16:04:46 -0700 From: STEELE SHAWN CHARLES <steele@ucsu.colorado.edu> If I recall, Sculpt-Animate 4D did some motion blurring during the rendering process, and it didn't add too much extra render time. I've worked on some Raytrace math and software and think it could be done without too much extra trouble per frame. Shawn Steele steele@ucsu.colorado.edu ## Subject: Paths - Arrrrgggg. Date: Mon, 08 Mar 1993 18:31:40 -0500 (EST) From: DMCCALL@uoft02.utoledo.edu Thanks all who responded to my Ground problem.. I know have a beautifull ground plane being rendered with some 3d text at this very moment! I love multi-tasking... BUT know I have another prob.. sigh.. Up till know I have only used imagine (and silver before that) for still shots, and I wanted to make a fly by of some 3d text (a logo) and I was trying to get my camera to follow a path and track an object... but when I hit the Make in the stage editor.. I get an Object not found in path? Anyideas on what I am missing? My text looks absolutely perfect and would make a wonderfull demo if I can get an anim going. Thanks all. -Don McCallum ------------------------------------------ Computer users get shot at stabbed poisoned blown to bits an occationally accidentally executed. - The Computer is your Friend. ------------------------------------------ Just because you are paranoid doesn't mean they are not out to get you. (Muahahahaha they are not out to get you. (Muahahahaha) ------------------------------------------ MUDDing is bad for your GPA! But much more fun. ;) RO 128.83.135.4 9999 ------------------------------------------ ## Subject: Objects Wanted Date: Tue, 09 Mar 93 08:01:22 EST From: Adam Benjamin <A.Benjamin@mi04p.zds.com> >Hi, I'm trying to get/make a small library of Imagine objects and >would like to know where to find some. (Actually, they can be almost >any format.) I like making them, but creating every little detail >object in a scene is tedious. So, if anyone knows where I can look >for objects to ftp, I would appreciate it. >Thanx, >steele@ucsu.colorado.edu I was reading a Computer Graphics World (Feb issue) and in the back is small add for a company called VIEWPOINT. They will send you a free catalog with "hundreds" of 3D objects, I called them and they do support Imagine objects. They are in UTAH, their number is: 1-800-DATASET (1-800-328-2738) Don't know what they charge, but the call and catalog is free. Adam B. ## Subject: Objects Wanted Date: Tue, 9 Mar 93 09:13:11 MST From: dingebre@thunder.sim.es.com (David Ingebretsen) Viewpoint has an extremely large selection of objects in dozenz of formats. They're a bit pricey, but you get nice stuff. For example, a highly detailed full skeleton is $5000! Cars are around $300 to $500. Other things are in the hundreds, such as human body parts, animals, and misc. We have at times used them to custom digitize objects for us. David David M. Ingebretsen Evans & Sutherland Computer Corp. dingebre@thunder.sim.es.com Disclaimer: The content of this message in no way reflects the opinions of my employer, nor are my actions encouraged, supported, or acknowledged by my employer. ## Subject: Re: Objects Wanted Date: Tue, 9 Mar 93 12:48:10 EST From: srp@gcx1.ssd.csd.harris.com (Stephen Pietrowicz) > I was reading a Computer Graphics World (Feb issue) and in the back is > small add for a company called VIEWPOINT. They will send you a free > catalog with "hundreds" of 3D objects, I called them and they do > support Imagine objects. They are in UTAH, their number is: > 1-800-DATASET (1-800-328-2738) Don't know what they charge, but the > call and catalog is free. > > Adam B. Depends on the object, but I think their cheapest object is something like $50 or $150, and it goes up from there. A lot of professionals buy their stuff. ViewPoint does really great work. Steve ## Subject: Objects Wanted Date: Tue, 9 Mar 93 09:26:30 MST From: dingebre@thunder.sim.es.com (David Ingebretsen) You can look at ftp.uni-kl.de [ 131.246.9.95 ]. It mirrored hubcap which had many Imagine objects in it. There is also a graphics BBS that David Tiberio(?) runs (I think it's him anyway). Don't know the number but I'm sure he'll reply as well. David David M. Ingebretsen Evans & Sutherland Computer Corp. dingebre@thunder.sim.es.com Disclaimer: The content of this message in no way reflects the opinions of my employer, nor are my actions encouraged, supported, or acknowledged by my employer. ## Subject: Imagine Contenst Winners Date: Tue, 9 Mar 93 09:24:18 MST From: dingebre@thunder.sim.es.com (David Ingebretsen) I downloaded the winners from the Imagine contest. This was GOOD stuff. I was very impressed with the efforts the contestants went to. My own personal favorite was the 3D-studio. Congratulations to all who entered and especially those who won. Next time, I think I will enter... David David M. Ingebretsen Evans & Sutherland Computer Corp. dingebre@thunder.sim.es.com Disclaimer: The content of this message in no way reflects the opinions of my employer, nor are my actions encouraged, supported, or acknowledged by my employer. ## Subject: Re: Motion Blur and stuff Date: Tue, 9 Mar 93 10:21:00 GMT From: imagine@bknight.jpr.com (Yury German) Hi PJ (PJ Foley), in <9303082153.AA15001@sage.cc.purdue.edu> on Mar 8 you wrote: : : Ok, first a gift: : : Here is an AREXX/ADPro motion blur makin' script I made a long time : ago (April 12th, 1992 according to the datestamp). It's a bit : crude, but it works. Known bug: source files need to be in : a directory, not a root. Easy enough to fix, but I don't need to. Well you could also achieve a good motion blur with Image FX from GVP and nova design. THe motion blur there is a command and all you have to do is load the animation and apply a motion blur to it with a predefined setting... should be a snap. _____________________________________________________________________ | | | Yury German Blue-Knight@bknight.jpr.com | | Blue-Knight Productions GENIE: Blue-Knight | | (718)321-0998 ** Graphic Design and Video Productions ** | |_____________________________________________________________________| ## Subject: Screwy action editor... Date: Tue, 09 Mar 93 11:22:48 CST From: mikel@inqmind.bison.mb.ca (Michael Linton) Okay... I've discovered something really interesting, as I've been working on a rather complex animation (cartoon like thing) with Imagine. The action editor, is flipping out on me - in that, the 'bars' for the actors, get stretched out over the areas where the object name is, and when I quit back to the stage editor, parts of the 'bars still remain on the stage editor's screen. It's beginning to really tick me off, because I'm using LOADS of tweening, for position, and alignment, as well as a great deal of morphing... There are enough bars on the screen without there being "ghosts" of them! AUUGH... Anyone else have this problem? It's the first time I've ever experienced it to this degree (probably because it's the most complex animation set up I've ever done). It only seems to happen once I scroll past a certian object (the object which has the most tweening, and the most morphing)... After that, all the objects actor bars are screwed up, as I said above. So, what's my point? Well, I don't think I have one... I'm just babbling. :) ------------------------------------------------------------------------ "...even the stuff you taught me, has been pushed back into the dark recesses of my mind... Need a candle or two (rendered of course, as my light source) to find all that buried info again..." -- Barb Hall on learning Imagine ## Subject: Imagine sighting Date: Tue, 9 Mar 93 15:10:06 CST From: mikottis@sand.rtsg.mot.com (Michael J. Mikottis (x2-6197)) Check out the "Gallery" section of the Feb/Mar issue of "Computer Artist", page 45, for a work called "Cal Hog" by Victor Osaka of Santa Monica CA. He says he used Imagine 2.0, ADPro, and Photoshop on his A2500 equipped w/ a Fusion Forty 68040 accelerator (along w/ a Mac IIci, Solitaire recorder, and a Wacom tablet...) In case you're wondering, it's a purple-tanked "chopper" motorcycle set in a sort of stark surrealist orangey background. Anyway... ## Subject: RE: Screwy action editor... Date: Tue, 9 Mar 93 21:52:15 GMT From: Alex <esuoj@csv.warwick.ac.uk> >The action editor, is flipping out on me - in that, the 'bars' for the >actors, get stretched out over the areas where the object name is, and >when I quit back to the stage editor, parts of the 'bars >still remain on the stage editor's screen. It's beginning to really tick I've had this problem as well (although I've only had the bar compleatly corrupting the stage editor a couple of times). Like you say, it only seems to happen in scenes with load of objecs/morphs etc. Often it clears up when I go back to the stage editor or the bars only cover the screens borders. Does anyone know why this is, or (even better) how to cure it +:o( ? Alex... ------------------------- #include <.signiture.h> -------------------------- **************************************************************************** Alex Craig. /// CSE Student, Warwick Uni. GB "MayTheSkyNeverFallOnYourHead!" \\\/// esuoj@csv.warwick.ac.uk -Cheif Vitelsatistix \XX/ AMIGA eezer@dcs.warwick.ac.uk **************************************************************************** ## Subject: Re: New Imagine Options Date: Tue, 09 Mar 93 18:35:47 EST From: Mark Thompson <mark@westford.ccur.com> > ...motion blur....depth of field... > Then don't use these features. Many other people such as myself do > require such features. OK, uncle, uncle.... I said uncle :-) I've already made my point, I'm not going to try and force it on anyone. > Excuse me, but how can you even give such a time without defining how > complex the scene being rendered is(number of polygons, primitives, etc..., > lights, procedural textures, bitmapped textures, etc...) not to mention > which alorithm's(program) is being used. Such benchmarks of the top of > your head are meaningless. Not a benchmark at all. Consider what it currently takes to render a convincingly photorealistic image (minus the motion blur) of an average complexity scene. Now multiply that by say 5 or 6 (a very conservative estimate for the cost of generalized motion blur). If that doesn't get you into the 3-4 + hours ballpark, I'd be a little surprised. Convincingly photorealistic imagery, by its very nature, puts certain polygon and texture mapping minimums on a scene. If you have done much photorealistic rendering, you will have a feel for this already. %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~% % ` ' 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: inverse kinematics Date: Tue, 09 Mar 93 16:37:06 EST From: Mark Thompson <mark@westford.ccur.com> > What exactly is inverse kinematics? No one else answered so here is a quick and dirty explanation. Kinematics is basically the physics which models object motion with respect to time without regard to force or mass. In animation, kinematics are typically used to model the interaction of jointed structures such as a skeleton or a robot. Lets take for example a forearm. It rotates along one axis with respect to the elbow. If you rotate that forearm about the elbow, the path the end of the arm traverses with respect to time is described by kinematics. Inverse kinematics, as the name implies, is this operation in reverse. A classic example is a character on a bicycle. With proper hierarchical and skeletal linking, the animation of such an event with inverse kinematics becomes nearly trivial. The animator could simply spin the rear tire, this would cause the chain to spin and consequently the flywheel and pedals. The feet (because they are hierachically linked to the pedals) would move with them. As the feet move, the lower and upper legs would move accordingly to accomodate the motion of the feet. This is inverse kinematics. Obviously, it helps to have some sort of skeletal definition support. When force and mass are entered into the model, you are talking about dynamics, a FAR more complex subject. In dynamics you might take into account the muscles and ligaments in the legs, the friction of the road and in the bicycle gears, the mass of the bike and the character, wind velocity, and a whole pile of other parameters. Modeling bowling pins being struck by a bowling ball is a simple example of dynamics. %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~% % ` ' Mark Thompson CONCURRENT COMPUTER % % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics % % ' Image ` ...!uunet!masscomp!mark Hardware Architect % % Productions (508)392-2480 (603)424-1829 & General Nuisance % % % ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: Re: New Imagine Options Date: Tue, 9 Mar 93 18:12:46 PST From: mnemonic@netcom.com (Rev Lebaredian) > > > Excuse me, but how can you even give such a time without defining how > > complex the scene being rendered is(number of polygons, primitives, etc..., > > lights, procedural textures, bitmapped textures, etc...) not to mention > > which alorithm's(program) is being used. Such benchmarks of the top of > > your head are meaningless. > > Not a benchmark at all. Consider what it currently takes to render a > convincingly photorealistic image (minus the motion blur) of an average > complexity scene. Now multiply that by say 5 or 6 (a very conservative > estimate for the cost of generalized motion blur). If that doesn't get you > into the 3-4 + hours ballpark, I'd be a little surprised. Convincingly > photorealistic imagery, by its very nature, puts certain polygon and texture > mapping minimums on a scene. If you have done much photorealistic rendering, > you will have a feel for this already. Yes, I have done quite a bit of photorealistic rendering and I seldom have any scenes rendered at half that time. How can you make such sweeping generalizations? You still haven't mentioned what rendering algorithms and at which resolution you render at. 3-4 hours is extremely slow even for an 030 based Amiga. Why don't you give some specifics. Show me why motion blur would add so much to rendering time. Can you name some specific algorithms and specifics to how they achieve their output? -- -------------------------------------------------------------------------------- "My moral standing is lying down." mnemonic@netcom.netcom.com ## Subject: Re: Motion Blur Date: Tue, 9 Mar 93 21:20:27 MST From: rfrazier@peruvian.cs.utah.edu (R. Todd Frazier) > > > Excuse me, but how can you even give such a time without defining how > > > complex the scene being rendered is(number of polygons, primitives, etc..., > > > lights, procedural textures, bitmapped textures, etc...) not to mention > > > which alorithm's(program) is being used. Such benchmarks of the top of > > > your head are meaningless. > > > > Not a benchmark at all. Consider what it currently takes to render a > > convincingly photorealistic image (minus the motion blur) of an average > > complexity scene. Now multiply that by say 5 or 6 (a very conservative > > estimate for the cost of generalized motion blur). If that doesn't get you > > into the 3-4 + hours ballpark, I'd be a little surprised. Convincingly > > photorealistic imagery, by its very nature, puts certain polygon and texture > > mapping minimums on a scene. If you have done much photorealistic rendering, > > you will have a feel for this already. > > Yes, I have done quite a bit of photorealistic rendering and I seldom > have any scenes rendered at half that time. How can you make such > sweeping generalizations? You still haven't mentioned what rendering > algorithms and at which resolution you render at. 3-4 hours is extremely > slow even for an 030 based Amiga. Why don't you give some specifics. > Show me why motion blur would add so much to rendering time. Can you > name some specific algorithms and specifics to how they achieve their > output? > Well from what I know of motion blur, it is simply anti-aliasing over time. Motion is achieved by playing back frames in rapid succession. Each frame is a sample at some specific time. Well you get aliasing just like with any other sampling, that is not fast enough. Real motion blurring techniques involve sampling the motion at times before and after the actual frame and then summing the results up with some method average, probablility dist. function etc. What it all boils down to is for each frame of animation, you are actually rendering 3,6, 10 or whatever frames. So depending on the degree of ant-aliasing, your total rendering time may take at least 2, 6, 10 times the original rendering time. R. Todd Frazier rfrazier@peruvian.utah.edu ## Subject: Some followup and stuff Date: Wed, 10 Mar 93 00:52:10 -0500 From: pjfoley@sage.cc.purdue.edu (PJ Foley) On the 8th, I asked what was up with transparent objects, and I found the answer in my trusty "Understanding Imagine 2.0" book by Worley. Sorry I don't have the page number handy, but it is in the "Renderer Limitations" or somesuch section. However, in the latest Amazing Computing (April 93), Marc Hoffman wrote an article about making realistic grass in Imagine. He mentions that by putting a second transparent plane behind another, the objects behind it are restored to normal in some cases. Wierd. Impulse doesn't even know why. I also learned how to spell 'transparent.' I thought that didn't look right. A quickie "I already heard that one' tip from PJ that I feel obligated to give so I do not feel as though I am wasting bandwidth. Softer shadow edges: Use three shadow casting light sources in a row, close to each other, offset slightly to the sides of the central one. The "crossover" of the light cast from the two extremes will soften the edges. The price is TIME, precious TIME... 1001001SOS1001001SOS1001001SOS1001001SOS1001001SOS1001001SOS1001001SOS1001001SOS "pigs we get what pigs deserve"- NIN | pjfoley@sage.cc.purdue.edu| This message "Are you talkin' to me? | New year's resolution: | inspected by Did you rub my lamp?" - Genie | Same as last year's. | No. 38 ## Subject: Cycle morphs... Date: Wed, 10 Mar 1993 03:25:29 -0500 From: Frank R. Dana Jr. <danaf@rpi.edu> I've got an interesting one for you guys. It's probably gonna have some really simple explanation, but I can't find it so far. I've been poring over Understanding trying to find any mention of what I'm trying to do, but the venerable Mr. Worley doesn't really make any mention of what I'm trying to do. The short version: I'm trying to create a cycle morph. I simply need a cycle object that looks like object A in frame 0, morphs smoothly into object B (which is simply a point-drag of the first, and has the same faces, points, etc...) at cycle frame 5, and then turns back into object A at cycle frame 10 - then keeps repeating this over and over and over again. All of the discussion in Understanding is about relations between multiple objects, and the movements and transitions that happen between them. I'm looking for ONE object, with no links on the cycle tree - just two different poses. I've tried every possible way to use "load pose", but nothing seems to happen. What am I missing? Thanks, Frank Dana danaf@rpi.edu ## Subject: Re: Screwy action editor... Date: Wed, 10 Mar 93 10:31:37 -0500 From: mbc@po.cwru.edu (Michael B. Comet) > >The action editor, is flipping out on me - in that, the 'bars' for the >actors, get stretched out over the areas where the object name is, and >when I quit back to the stage editor, parts of the 'bars >still remain on the stage editor's screen. It's beginning to really tick > Yes....I've had this happen to me recently too. Seems if you scroll right and THEN down, the bars go all the way across. Or something like that. MAybe it was down and then right. Dunno, I just live with it.....i think they disappear when i change editors though. -- +======================================================================+ | Michael B. Comet - Software Engineer / Graphics Artist - CWRU | | mbc@po.CWRU.Edu - "Silence those who oppose the freedom of speech" | +======================================================================+ ## Subject: Re: Cycle morphs... Date: Wed, 10 Mar 93 10:40:18 -0500 From: mbc@po.cwru.edu (Michael B. Comet) >I'm trying to create a cycle morph. I simply need a cycle object that >looks like object A in frame 0, morphs smoothly into object B (which is >simply a point-drag of the first, and has the same faces, points, etc...) >at cycle frame 5, and then turns back into object A at cycle frame 10 - then >keeps repeating this over and over and over again. All of the discussion in >Understanding is about relations between multiple objects, and the movements >and transitions that happen between them. I'm looking for ONE object, with >no links on the cycle tree - just two different poses. I've tried every >possible way to use "load pose", but nothing seems to happen. > >What am I missing? > Ahhh. I think the thing here is that a) you really just need a standard morph. and B) All morphing is still done in the stage editor, but as Mr. Worley has pointed out, it is possible to morph cycle objects per se, when they're cycling. All you need to do is to load your object in at frame 1 and morph it in the stage as normal to frame 5. And back to 10. Unfortunately, you will have to do this over and over again as far as i know. (maybe ISL or the new 3.0 will help this). The cycle things is really for use where say you have a robot arm moving. Then you could create ANOTHER cycle object with the SAME points and SAME keyframes, but could make the key positions different and even the pobject structure so you could morph the arm into a human arm, or make it smoothly tween from, a slow movement into another etc... -- +======================================================================+ | Michael B. Comet - Software Engineer / Graphics Artist - CWRU | | mbc@po.CWRU.Edu - "Silence those who oppose the freedom of speech" | +======================================================================+ ## Subject: Re: Motion Blur Date: Wed, 10 Mar 93 15:21:55 EST From: scott a king <sking@cis.ohio-state.edu> Forwarded message: > From rfrazier@peruvian.cs.utah.edu Wed Mar 10 01:56:07 1993 > From: rfrazier@peruvian.cs.utah.edu (R. Todd Frazier) > Message-Id: <9303100420.AA19146@peruvian.cs.utah.edu> > Subject: Re: Motion Blur > To: imagine@email.sp.paramax.com > Date: Tue, 9 Mar 93 21:20:27 MST > > > > > > Excuse me, but how can you even give such a time without defining how > > > > > Excuse me, but how can you even give such a time without defining how > > > > complex the scene being rendered is(number of polygons, primitives, etc..., > > > > lights, procedural textures, bitmapped textures, etc...) not to mention > > > > which alorithm's(program) is being used. Such benchmarks of the top of > > > > your head are meaningless. > > > > > > Not a benchmark at all. Consider what it currently takes to render a > > > convincingly photorealistic image (minus the motion blur) of an average > > > complexity scene. Now multiply that by say 5 or 6 (a very conservative > > > estimate for the cost of generalized motion blur). If that doesn't get you > > > into the 3-4 + hours ballpark, I'd be a little surprised. Convincingly > > > photorealistic imagery, by its very nature, puts certain polygon and texture > > > mapping minimums on a scene. If you have done much photorealistic rendering, > > > you will have a feel for this already. > > > > Yes, I have done quite a bit of photorealistic rendering and I seldom > > have any scenes rendered at half that time. How can you make such > > sweeping generalizations? You still haven't mentioned what rendering > > algorithms and at which resolution you render at. 3-4 hours is extremely > > slow even for an 030 based Amiga. Why don't you give some specifics. > > Show me why motion blur would add so much to rendering time. Can you > > name some specific algorithms and specifics to how they achieve their > > output? > > > > Well from what I know of motion blur, it is simply > anti-aliasing over time. Motion is achieved by playing This isn't really true. Its a technique to make the pictures more realistic by adding aliasing not taking it away. > back frames in rapid succession. Each frame is a sample at some > specific time. Well you get aliasing just like with any other > sampling, that is not fast enough. > > Real motion blurring techniques involve sampling the motion at > times before and after the actual frame and then summing the results > up with some method average, probablility dist. function etc. > > What it all boils down to is for each frame of animation, you > are actually rendering 3,6, 10 or whatever frames. So depending on > the degree of ant-aliasing, your total rendering time may take at > least 2, 6, 10 times the original rendering time. The techniques that do it this way give "okay" results but the Cook paper points out the flaws with them. > > R. Todd Frazier > rfrazier@peruvian.utah.edu > This is not really true. Of course it depends upon the method used but THE paper on the subject (its only a part of the paper), "Distributed Ray Tracing" by Cook et all solves the problem without shooting any more rays than what you have to to get decent antialising any way. For scanning algorithms you can do it as well only costing you extra for those objects that are moving. Scott ## Subject: Re: New Imagine Options Date: Wed, 10 Mar 93 11:33:33 EST From: Mark Thompson <mark@westford.ccur.com> Rev Lebaredian writes: > Yes, I have done quite a bit of photorealistic rendering and I seldom > have any scenes rendered at half that time. I assume you mean half the 3-4 hour mark. I would sure hope that your render times are less than half of that. > How can you make such sweeping generalizations? Gotta big broom :-) :-) :-) > You still haven't mentioned what rendering > algorithms and at which resolution you render at. 3-4 hours is extremely > slow even for an 030 based Amiga. Why don't you give some specifics. > Show me why motion blur would add so much to rendering time. Can you > name some specific algorithms and specifics to how they achieve their > output? There are several ways to accomplish generalized motion blur, but the underlying basic concept is rendering "x" number of additional frames (sampled over time), and blend them together. Different people approach this different ways. Pixar did it within the renderer and called it distributed ray tracing because pixel sampling was distributed over time. They typically used 15 additional rays per pixel to achieve good results. SGI uses what they call an accumulation buffer into which the scene is rerendered and blended. In their 1990 Siggraph paper in which they describe the technique, they used between 23 and 66 images to compute one frame. For photo realistic motion blur, anything less than about a dozen passes is not going to look so hot unless the motion you are blurring is very slight. Now with some tricks and careful coding, you can avoid the linear degradation of render times that this method implies. But the 5-6x cost that I gave as an example is very aggressive and it would likely be higher. Therefore I feel my "sweeping generalization" of at least 3-4 hours for a motion blurred photo realistic image of a scene of reasonable complexity is well founded. Note that depth of field uses similar techniques but often requires even more samples per frame than motion blur. If you wish to debate this further, I propose you tell me how you will get past the above mentioned computation overhead. If you think you can, I reccommend you get your method published because this problem has eluded the rest of the CG community. Sorry about the confrontational tone. %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~% % ` ' Mark Thompson CONCURRENT COMPUTER % % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics % % ' Image ` ...!uunet!masscomp!mark Hardware Architect % % Productions (508)392-2480 (603)424-1829 & General Nuisance % % % ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Subject: Re: New Imagine Options Date: Wed, 10 Mar 93 08:52:55 MST From: dingebre@thunder.sim.es.com (David Ingebretsen) Date: Tue, 09 Mar 93 18:35:47 EST From: Mark Thompson <mark@westford.ccur.com> > ...motion blur....depth of field... > Then don't use these features. Many other people such as myself do > require such features. OK, uncle, uncle.... I said uncle :-) I've already made my point, I'm not going to try and force it on anyone. > Excuse me, but how can you even give such a time without defining how > complex the scene being rendered is(number of polygons, primitives, etc..., > lights, procedural textures, bitmapped textures, etc...) not to mention > which alorithm's(program) is being used. Such benchmarks of the top of > your head are meaningless. Not a benchmark at all. Consider what it currently takes to render a convincingly photorealistic image (minus the motion blur) of an average complexity scene. Now multiply that by say 5 or 6 (a very conservative estimate for the cost of generalized motion blur). If that doesn't get you into the 3-4 + hours ballpark, I'd be a little surprised. Convincingly photorealistic imagery, by its very nature, puts certain polygon and texture mapping minimums on a scene. If you have done much photorealistic rendering, you will have a feel for this already. Evans and Sutherland renders "photorealistic" images in real-time (Sorry Mark, I couldn't resist). :) David David M. Ingebretsen Evans & Sutherland Computer Corp. dingebre@thunder.sim.es.com Disclaimer: The content of this message in no way reflects the opinions of my employer, nor are my actions encouraged, supported, or acknowledged by my employer. ## Subject: POLICE ALERT Date: Wed, 10 Mar 93 09:41:35 CST From: dave@ho.sp.paramax.com (Dave Wickard) Howdy out there folks! :-) As some of you have noticed, lately there's been an increase in the administrative-type posts. i.e. ("subscbribe me" "unsubscribe me") One thing that I have really strived for, is the removal of those type posts from the public part of the lists. It's distracting, and especially for people who pay on a PER mailing basis, it's expensive. For the most part, I think I've been successful at it. We have a much lower percentage administrative posts than many of the other mailing lists that are "open" or non-moderated that I subscribe to. I appreciate that. So, in the interest of *keeping* our list clean, PLEASE PLEASE PLEASE.... if you would like to subscribe, unsubscribe, change addresses, or request something, feel free to use any means of contacting me you'd like from phone, to any of the addresses listed below... but don't post them publically. Also, if you will be losing an account... changing addresses.... altering delivery methods.... or can let me know you are having hardware trouble and will be down for an extended period, please do so at your earliest chance. If you'd like a copy of the latest version of the IML Guide, I will be posting it on Friday along with the IML Directory. I'd suggest keeping a copy somewhere for easy reference. The newest version of the IML-FAQ will be ready in a couple of weeks and is being compiled by Michael Comet even as we speak. Anyway... please use the imagine-request@email.sp.paramax.com address whenever possible to keep me updated on your status. It will keep the bounces down, and unwanted traffic to a minimum. I thank you, and so does everyone who posts. Dave Wickard (612) 456-2783 imagine-request@email.sp.paramax.com (change address,subscribe, unsubscribe,trouble notice, etc) dave@flip.sp.paramax.com (checked several times daily) dave@email.sp.paramax.com (checked at least daily) dave@shell.portal.com (forwarded) Sam_Malone@cup.portal.com (checked several times daily) dwickard@mhs.sp.paramax.com (checked at least daily)