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- +======================================================================+
- | Imagine Mailing List |
- | FREQUENTLY ASKED QUESTIONS |
- |----------------------------------------------------------------------|
- | Compiled By |
- | Michael B. Comet |
- | Steve Mund |
- | Mark Oldfield |
- | Dave Wickard |
- +======================================================================+
-
- This is the Frequently Asked Questions posting for the Imagine
- Mailing list. This posting is sent every so often to answer general
- questions that users of the 3D rendering software, Imagine by Impulse
- Inc. may have. It is aimed toward all users, especially newcomers to
- the program.
-
- If you find any errors or have answers to other frequently asked
- questions that you would like to have included in this posting, please
- send e-mail to: imlfaq@flip.sp.paramax.com (FAQ List).
-
- - Mike C.
-
- ========================================================================
-
- Last Update : April 18, 1994 Monday
- Issue Number : 5
- What's New : Section 1, No 1. Added more magazines and archive info
- Section 5, No 1. Postscript problems in Spline Editor
- Section 7, No 12. Help with FOG
- Section 7, No 13. Widescreen rendering
- Section 7, No 14. Rendering particle Spheres
- Section 8, No 4. Soap Bubble Attribute
- Section 8, No 5. Spaceship Panel attribute
- Section 8, No 6. Using the wrinkle texture
- Section 9, No 4. Hex edit for high res video change
- Section 9, No 5. What are particles?
-
- ------------------------------------------------------------------------
-
- CONTENTS:
- =========
-
- SECTION 1 - Support Products/Sites
- 1] Imagine related: References/Help Books/Magzines/ftp sites.
- 2] How do I reach Impulse?
- 3] What is the Imagine Mailing List and how to get it?
-
- SECTION 2 - Modeling and Detail Editor
- 1] How do I brushmap a ground plane?
- 2] How do I make glass?
- 3] The Slice command doesn't work or gives me errors.
- 4] How can I make a room so that the walls don't have cracks?
- 5] When I select a group of points in the DETAIL editor, all I
- can do is drag them...not ROTATE or SCALE interactively.
- 6] List of common Index of Refractions
- 7] How do you make mirrors?
- 8] How do I make "metals" and what are some good gold
- attributes?
- 9] Is there a quick way to add faces to my object without
- using the Slice command?
-
- SECTION 3 - Forms Editor
- 1] After a Forms Editor object is loaded into the Detail Editor
- and manipulated, it won't reload into the Forms Editor.
-
- SECTION 4 - Cycle Editor
- 1] I made this animation sequence in the Cycle editor, but when
- I set it up in the stage/action editors, the motion of the
- overall object isn't there!
-
- SECTION 5 - Spline Editor
- 1] I tried to import a Postscript font but I got a "Vector not
- found" error. What does this mean?
-
- SECTION 6 - Animation, Stage Editor and Action Editor
- 1] Even though I move an Object/Camera/Light to a new
- POSITION/ALIGNMENT/SIZE in the STAGE editor, Imagine seems
- to 'forget' what I did!
- 2] How do I use the Grow Effect?
- 3] How do I use the Tumble Effect?
- 4] How do you get something to roll (at the right speed!) while
- following a path?
- 5] When I move a Tracked Camera in the STAGE editor, it doesn't
- realign and draw the Perspective view correctly!
- 6] When I increase the number of frames in an animation I find
- my scene gets mangled in the first frame. Why?
-
- SECTION 7 - Rendering and the Project Editor
- 1] Why do objects render fine in Scanline, but disappear in
- Trace?
- 2] I have a problem with Filtered objects/fog and the Global
- Backdrop!
- 3] My animation frames look fine, but when animated, they have
- the "crawly" effect.
- 4] What situations, parameters, attribute values, etc. require
- the most trace rendering time?
- 5] How do I get rid of the "Jaggies?"
- 6] How can I figure out pixel aspect for a given resolution?
- 7] When making a disco ball effect, will a SPHERICAL light set
- at 255 be bright enough to cause visible spots on the
- surfaces in a scene?
- 8] How long should it take to do a full trace picture with
- perhaps one transparent glass on a Amiga 3000/25? Is 4.5 hrs
- too much?
- 9] Is there any particular format that Imagine prefers? Ham?
- 32 Color? EHB? 24 bit 1000 x 1000?
- 10] I would like to use conical light sources with my rendering,
- is there anyway "see" in wireframe where the light will fall?
- 11] How important is lighting for a rendering, and is there any
- "preset" method used to get good results?
- 12] Help with Fog, How do I use it and how does it work?
- 13] How can I render in Widescreen/Letterbox format?
- 14] I selected Spheres for my particle object, but all I get is a
- polygonal shape!
-
- SECTION 8 - Essence Settings and Other Attributes
- 1] Electrical Arc (Essence)
- 2] Veined Marble (Essence)
- 3] Rough marble/rock (Essence)
- 4] Soap Bubble (Imagine 2.0 and higher)
- 5] Spaceship Panels (Imagine 2.9 and higher)
- 6] Bark, mountain, stone effects (Imagine 2.9 and higher)
-
- SECTION 9 - Miscellaneous
- 1] What the heck is BTW, IMO and other weird abbreviations...
- 2] Rendering and refresh times are MUCH too slow, even with an
- accelerator. Are there any Basic tricks or hints to help?
- 3] How long will before my renderings aren't ugly anymore?
- 4] Hex edit for Imagine - High Res video mode change Amiga only
- 5] What are Particles?
-
- CLOSING - Closing statements and Disclaimer
-
- ========================================================================
- SECTION 1 - Support Products/Sites
- ========================================================================
-
- 1] Imagine related: References/Help Books/Magzines/ftp sites.
-
- REFERENCES AND HELP BOOKS:
-
- "Imagine 2.0 User Manual", Impulse Inc, 1992.
- (Yes....read the manual!)
-
- "The Imagine Companion", David Duberman, Motion Blur Publishing,
- 1991
-
- "Understanding Imagine 2.0", Steven Worley, Apex Software
- Publishing, 1992.
-
- MAGAZINES:
-
- These are some good graphics magazines, most of which focus on the
- Amiga computer. If anyone has some other suggestions please post them
- to the FAQ list!
-
- "Amazing Computing for the Commodore Amiga" aka "Amazing Amiga"
- P.O. Box 2140
- Fall River, MA 02722-9969 USA
- (508) 678 - 4200
- (800) 345 - 3360
- (508) 675 - 6002 (FAX)
- (A general Amiga computer magazine, focusing more on how
- to, hints and tips, programming, reviews of software and
- hardware(less ads and more meat than AW))
-
- "Amiga Video/Graphics Magazine" (formerly AVID)
- 365 Victor Street
- Suite "H"
- Salinas, CA 93907
- (408) 758 - 9386
- (408) 758 - 1744 (FAX)
- (A general Amiga computer magazine, focusing on both
- hardware, software, utilities and graphics)
-
- "Amiga World"
- P.O Box 595
- Mt Morris, IL 61054-7900
- (800) 827 - 0877
- (815) 734 - 1109
- (A general Amiga computer magazine, focusing on both
- hardware, software, utilities and graphics)
-
- "AV Video"
- 701 Westchester Ave
- White Plains, NY 10604
- (800) 800 - 5474
- (914) 328 - 9157
- (914) 328 - 9093 (FAX)
- (An audio/video and computer magazine. Has articles about all
- types of video and graphics applications including the Amiga and
- Video Toaster)
-
- "Computer Artists"
- P.O. Box 2649
- Tulsa, OK 74101-9632
- (A magazine specifically for computer artists. Articles on
- software and methods from Amigas, PC's and MAC's)
-
- "Computer Graphics World"
- P.O Box 122
- Tulsa, OK 74101-9845
- (800) 443 - 6632
- (918) 835 - 3161 ext. 400
- (918) 831 - 9497 (FAX)
- (A general computer graphics magazine focusing on the
- latest technology from PC's to SGI's)
-
- "Video Toaster User"
- 21611 Stevens Creek Blvd.
- Cupertino, CA 95014
- (800) 322 - 2834
- (A magazine focusing specifically on NewTeks Video
- Toaster device. Nothing related to Imagine, but some more neat
- pictures to look at!)
-
- FTP SITES:
-
- There is now a new ftp site set up for Imagine related items
- including pictures, animations, tutorials, objects, and help files such
- as previous postings from the list, and this FAQ at:
-
- wuarchive.wustl.edu
- in the /systems/amiga/boing/video/imagine
-
- Under this directory are the following sub-directories:
- art
- archive
- anims
- objects
-
- Note: New files cannot be sent directly here. Instead send
- any new files you wish to upload into the same directory:
-
- /systems/amiga/boing/incoming/imagine
-
- Files here will/should eventually get moved to the proper
- location by the ftp site administrator. Don't forget to send a text
- file explaining the data you uploaded, and where it should be placed.
-
- The archives are kept by Nik Vukovljak. They can be found in the
- archive subdirectory listed above, and in the incoming/imagine
- directory. New archives may also be posted to aminet.
-
- Aminet can be reached on the same FTP site (wuarchive.wustl.edu)
- under /systems/amiga/aminet. Numerous other sites also have the aminet
- directories.
-
- ------------------------------------------------------------------------
-
- 2] How do I reach Impulse?
-
- Impulse Inc.
- 8416 Xerxes ave. North
- Brooklyn Park, Minnesota 55444
- USA
-
- (612) 425-0557
- (800) 328-0184
- FAX: (612) 425-0701
-
- ------------------------------------------------------------------------
-
- 3] What is the Imagine Mailing List and how to get it
-
- (From the Imagine Mailing List Sysop, Dave Wickard)
-
- The Imagine Mailing List is a wide variety of Amiga computer
- artists sharing friendship and knowledge. The main thrust of the List is
- the Imagine renderer. Subjects discussed though have varied widely.
- There are discussions of Imagine and it's competitors, Imagine wish
- lists for future versions, 3D rendering principles in general, single
- frame recording techniques and many more.
-
- With first day users thru battled scarred veterans :-) there
- is someone at your level of knowledge on the List. We are always glad to
- see questions from every level of user. So often a simple and seemingly
- embarrassingly easy question will lead to an interesting comment on a
- related topic.
-
- New products, both hardware AND software, are discussed as to their
- relationship with Imagine and Amiga 3D rendering.
-
- Names of Amiga luminaries dot the list, and often join in to lend
- their insights without the usual "noise" of a USENET newsgroup.
-
- There are over 300 individual sites receiving the Imagine Mailing
- List, and they include many networks, BBS systems, user groups, and
- individual computer artists from literally around the globe. We share
- one thing. Interest in each other's work with Imagine.
-
- YOU can get the Imagine Mailing List. All you need is access to
- Internet mail. Simply mail to the following address:
-
- imagine-request@email.sp.paramax.com
-
- and in your subject line, enter the word "subscribe".
-
- If you are reading this from a Commercial System, ask the
- Amiga Coordinator to set up an Imagine Mailing List area that
- everyone can read.
-
- ========================================================================
- SECTION 2 - Modeling and Detail Editor
- ========================================================================
-
- 1] How do I brushmap a ground plane?
-
- The problem with brushmapping a ground plane is that the ground
- itself is off 90 degrees in relation to its' axis for proper brush
- placement. (Add a primitive plane, a ground and compare them). The
- following will properly set a ground wrap:
-
- 1) Add a ground object, select it, go into attributes, select a
- brush to use.
- 2) You will now be in a requestor for the type of brushmap and
- placement etc...
- 3) Select TRANSFORM AXIS
- 4) Click on ALIGNMENT and set X = -90. Leave Y and Z at 0
- 5) Click on SIZE and leave X = +640. Set Y = +2, Z = +400
- 6) Click on POSITION and Leave X = -320, Y = -200. Set Z = +1
- 7) Click on PERFORM.
- 8) If you want the brushmap to repeat forever click REPEAT.
- 9) Click OKAY.
-
- Your brushmap will now be placed correctly. You can of course
- resize it on the X/Z axis if you wish for scaling purposes.
-
- Basically step 4 re-rotated the brush axis properly and 5 and 6
- fixed the size and position which Imagine screws up since it thinks it's
- brushmapping on the other axis.
-
- ------------------------------------------------------------------------
-
- 2] How do I make glass?
-
- You can use the following Attribute setting for a default glass:
-
- RED GREEN BLUE VALUE
- COLOR 0 0 0 *
- REFLECT 0 0 0 *
- FILTER 255 255 255 *
- SPECULAR 255 255 255 *
- DITHERING * * * 255
- HARDNESS * * * 255
- ROUGHNESS * * * 0
- SHININESS * * * 0 (Very important see below!)
-
- PHONG = ON
- INDEX = 1.50
- FOG LENGTH = 0.00
-
- This should give you glass.
-
- One thing many people get confused by is:
-
- 1) Shininess must be set to ZERO. If you set this to anything
- but 0, the FILTER setting will not work. This is just the
- way Imagine works since FILTER usage assumes shininess
- automatically.
- 2) No background. To get glass, you need surroundings. If you
- render a glass cup on a pure black screen, you'll probably
- just see the highlights. Adding global colors for Scanline
- and Ray Trace will give your object something to refract.
- 3) Ray Trace. To get refraction of surrounding objects
- exactly, you need to Trace, though scanline WILL approximate
- refractivity.
-
- ------------------------------------------------------------------------
-
- 3] The Slice command doesn't work or gives me errors.
-
- Due to the complexity of doing a 3D slice, sometimes Imagine gives
- errors, or actually crashes during this operation.
-
- Things to do if you plan on using this function are:
-
- 1) Save _ALL_ currently loaded object BEFORE trying to slice.
- 2) If you get an error, move one of the objects slightly and
- try again. Moving one of them may yield a working slice.
-
- ------------------------------------------------------------------------
-
- 4] I'm making a house which has many rooms and thus many walls, what is
- the best way of adding walls to the house so that they leave no
- cracks in the corners ?
-
- Three possible methods ---
-
- 1. You can design your walls to be nice dimensions like 100
- or 1024 instead of 383.38. Place your axis at the corner
- of each wall. Then, to get seamless joints, use "snap to
- grid" in the project editor which will instantly adjust
- your walls to a perfect fit (If wall lengths are multiples
- of the grid line spacing).
-
- 2. Create a 2D outline of the floorplan and extrude it up.
- Then simply pop a ceiling and floor on it. The floorplan
- could be created either in Imagine or even a paint program
- and then auto-traced. This means you will have to bust up
- a few polygons to add the windows and doors, but that is a
- minor task if you have a complex floorplan.
-
- 3. A cheesy option is to make your walls too big. Then
- INTERSECT them. You get a mess BEHIND the wall, but if you
- don't look there, you'll never see it.
-
-
- wall 1 |
- ------------------+--
- \|/ |
- bug-eyed O.O | wall 2
- monster v
- |
- |
- camera X
-
- ------------------------------------------------------------------------
-
- 5] When I select a group of points in the DETAIL editor, all I can do
- is drag them... it doesn't let me ROTATE or SCALE that clump of
- selected points.
-
- Imagine will let you move selected points, as well as rotate
- and scale them. The limitation is that you cannot do this interactively
- in Version 1.1 or earlier by using the mouse: The Transform command does
- the manipulation. The picked points can be translated, scaled, rotated,
- and positioned INDEPENDENTLY of the rest of the object. Rotations and
- scalings all use the object's axis a reference point. Absolute
- positioning will move the FIRST point you pick to the location you
- choose, and the rest of the picked points will be translated an equal
- amount. Interactive dragging is accomplished using the "drag points"
- mode.
-
- Note: Versions 2.0 and later support interactive point editing.
-
- ------------------------------------------------------------------------
-
- 6] List of common Index of Refractions (and not so common too!)
-
- (All items except Vacuum are in alphabetical order)
- (STP = Standard Temperature and Pressure)
-
- MATERIAL Index
- -------------------------------------
- Vacuum ...................... 1.00000 (exactly)
-
- Air (STP).................... 1.00029
- Acetone ..................... 1.36
- Alcohol ..................... 1.329
- Amorphous Selenium .......... 2.92
- Calspar1 .................... 1.66
- Calspar2 .................... 1.486
- Carbon Disulfide ............ 1.63
- Chromium Oxide .............. 2.705
- Copper Oxide ................ 2.705
- Crown Glass ................. 1.52
- Crystal ..................... 2.00
- Diamond ..................... 2.417
- Emerald ..................... 1.57
- Ethyl Alcohol ............... 1.36
- Flourite .................... 1.434
- Fused Quartz ................ 1.46
- Heaviest Flint Glass ........ 1.89
- Heavy Flint Glass ........... 1.65
- Glass ....................... 1.5
- Ice ......................... 1.309
- Iodine Crystal .............. 3.34
- Lapis Lazuli ................ 1.61
- Light Flint Glass ........... 1.575
- Liquid Carbon Dioxide ....... 1.20
- Polystyrene ................. 1.55
- Quartz 1 .................... 1.644
- Quartz 2 .................... 1.553
- Ruby ........................ 1.77
- Sapphire .................... 1.77
- Sodium Chloride (Salt) 1 .... 1.544
- Sodium Chloride (Salt) 2 .... 1.644
- Sugar Solution (30%) ........ 1.38
- Sugar Solution (80%) ........ 1.49
- Topaz ....................... 1.61
- Water (20 C) ................ 1.333
- Zinc Crown Glass ............ 1.517
-
- ------------------------------------------------------------------------
-
- 7] How do you make mirrors?
-
- The trick with mirrors (or especially chrome-like objects) is
- not setting the attributes of the mirror correctly, but making sure that
- the environment is set up so something will be reflected into the
- camera.
-
- If a mirror is TOO reflective, the mirror can actually become
- invisible! This is because the mirror's own flat glass/metal flat
- coloring is overwhelmed by all the reflected light. You see a PERFECT
- reflected image, so the object itself isn't shown. This is especially
- true with flat mirrors.
-
- Some attributes that give a nice mirror polish:
-
- RED GREEN BLUE VALUE
- COLOR 150 150 150 *
- REFLECT 200 200 210 * (a bit of a blue tint)
- FILTER 0 0 0 *
- SPECULAR 255 255 255 *
- DITHERING * * * 255
- HARDNESS * * * 255
- ROUGHNESS * * * 0
- SHININESS * * * 0
-
- PHONG = ON
- INDEX = 1.00
- FOG LENGTH = 0.00
-
- ------------------------------------------------------------------------
-
- 8] How do I make "metals" and what are some good gold attributes?
-
- One thing you can do to make your objects look more like metal
- is to give them a specular setting close to the main color of the
- object, but higher in intensity. One mistake is to often make the
- specular a pure white. This makes objects look more like plastic than
- metal. For example, if you are trying to make gold, don't make the
- specular pure white, but try a bright yellow or yellow/orange creame
- color.
-
- Another problem is that many metals reflect the world. For
- example a chrome ball is pretty much just a shiny mirror. Thus, if you
- want to make realistic metals you will need to at least simulate
- reflection. This can be done by adding a global reflect map, doing a
- true ray trace or even just setting sky colors in the stage editor.
-
-
- You can use the following Attribute setting for a default gold:
-
- RED GREEN BLUE VALUE
- COLOR 205 205 80 *
- REFLECT 180 160 125 *
- FILTER 0 0 0 *
- SPECULAR 255 255 160 *
- DITHERING * * * 255
- HARDNESS * * * 255
- ROUGHNESS * * * 0
- SHININESS * * * 0
-
- PHONG = ON
- INDEX = 1.00
- FOG LENGTH = 0.00
-
- This should give you something close to gold. Note that the
- reflect values are fairly high. You may wish to lower them to see how
- it would look if you don't have anything to reflect etc...
-
- ------------------------------------------------------------------------
-
- 9] Is there a quick way to add faces to my object without using the
- Slice command?
-
- Here is a neat trick to add faces. This method works best with
- an object that is basially concave (such as a circle).
-
- 1] Make the outline of your object, i.e.: points and edges.
- 2] Extrude the object a distance away.
- 3] Pick all the points that were just made...i.e.: The ones
- that now comprise the back face. Using Bounding box
- selection would probably be helpful.
- 4] Choose Join!
- 5] Translate the now 1 pt back on the Y axis by the distance
- you extruded from, and position the point somewhere in the
- center of the object.
-
- The object is now a solid faced object with all faces connected
- to one point on the center, just like the primitive disk object.
-
- ========================================================================
- SECTION 3 - Forms Editor
- ========================================================================
-
- 1] I was working in the forms editor on an object, and loaded it
- into the detail editor for modification. However, I can't seem
- to be able to get it back into the forms editor! Help!
-
- Simply put, you cannot load objects saved from the detail editor
- back into the forms editor. The reason is the forms editor requires
- a specified object structure which the detail does not. Thus, saving
- an object in the detail editor loses that information.
-
- When you work with the forms editor is recommended that you keep
- a spare copy of the FORMS OBJECT saved separately from any detail
- object. In this way you can then go back and make modifications in the
- forms editor.
-
- ========================================================================
- SECTION 4 - Cycle Editor
- ========================================================================
-
- 1] I made this really great animation sequence in the cycle editor,
- but when I set it up in the stage/action editors, the motion of
- the overall object isn't there!
-
- When using the cycle editor, Imagine only remembers changes in
- size, position, and so on in relation to the main parent. Thus, if you
- make a change to the parent object, it gets forgotten. What this means
- is if you make a nifty robot jumping cycle, and make it in the cycle
- editor so the robot actually move up etc... all that will be remembered
- is the changes to the legs, arms and anything OFF of the PARENT. The
- overall rotations and movements to the main object will be gone.
-
- Two solutions exist. One is to simply make those changes in
- the stage editor each time you need to. The second is to group a plain
- axis before you start to your object. (ie: Make the parent have a Null
- link). Then, you can rotate everything by rotating the main child
- grouped right under this null axis. This way you aren't moving the
- "parent", and everything will be remembered.
-
- ========================================================================
- SECTION 5 - Spline Editor
- ========================================================================
-
- 1] I tried to import a Postscript font but I got a "Vector not found"
- error. What does this mean?
-
- There are a couple of different formats of Postscript files.
- If Imagine doesn't like one, it will pop up this or other errors. In
- that case you will either have to use another Postscript file, or find
- a software package that will convert it from that format to one Imagine
- will load.
-
- ========================================================================
- SECTION 6 - Animation, Stage Editor and Action Editor
- ========================================================================
-
- 1] Even though I move an Object/Camera/Light to a new
- POSITION/ALIGNMENT/SIZE in the STAGE editor, Imagine seems to
- 'forget' what I did!
-
- All objects must have timelines split wherever there is a change in
- position, alignment or size. If you do not set this up, Imagine will
- forget the changes no matter what.
-
- Rather than going back and forth to the ACTION editor and adding
- timelines, you can have Imagine automatically create the timelines
- properly so everything tweens as normal. There are the "Position Bar",
- "Alignment Bar" and "Size Bar" commands under the OBJECT menu in the
- STAGE editor.
-
- So, if you have just gone to a frame and are making a new POSITION,
- ALIGNMENT or SIZE for an object (or camera or light) to tween to, press
- RIGHT AMIGA and 7/8/9 respectively. Or use the respective bar commands
- from the OBJECT menu. This will extend or put a 'split' in the timeline
- for you (you can check this in the ACTION editor). Also, don't forget
- to "Save Changes"if you want to keep the motion!
-
- ------------------------------------------------------------------------
-
- 2] How do I use the Grow Effect?
-
- To use the grow effect, create an object in the DETAIL editor
- that you wish to have 'extrude' over time. Create a spline path as
- normal in the detail editor. This will be the path the object extrudes
- along during the animation.
-
- GROUP (not join) the object with the PATH AS THE PARENT. If you do
- not make the path the parent, it will not work. To do this, select the
- path, then hold shift and select the object, then select group. Save
- your GROUP for loading in the animation.
-
- Finally, add the effect in the ACTION editor for the grouped object.
-
- ------------------------------------------------------------------------
-
- 3] How do I use the Tumble Effect?
-
- The tumble effect is used to tumble 1 or more objects during an
- animation. To tumble an object, create your object or objects in the
- DETAIL editor. Still in the detail editor add an axis.
-
- Group (not join) the AXIS to all the objects you want to tumble
- with the AXIS AS THE PARENT. Then load the GROUP into the STAGE/ACTION
- editor and add the effect as normal.
-
- NOTE: The reason for the null object (axis) as parent is that
- Imagine does not TUMBLE the PARENT, just the children.
-
- ------------------------------------------------------------------------
-
- 4] How do you get something to roll (at the right speed!) while
- following a path?
-
- Getting an object to spin (like a plane doing a barrel roll) is
- easy- you align to path, then set Y rotation to be from 0 to 360 and it
- will do a complete spin. This is not in the right direction for a
- rolling ball, though. [Annoying feature- you can't say from 0 to 720 for
- two spins, or 0 to 3600 for ten.] To get it to roll I created a second
- path, which was basically a larger copy of the first, so the first path
- was just inside of the second path. I had an axis (a track) follow this
- new, outside path, then used "align to object" to make the sphere point
- to the axis.
-
- Thus, as the ball moved along its path, one end (the positive Y
- axis direction) was always pointed at right angles to the direction of
- motion. Is this clear? Now using the "initial Y angle" and "final Y
- angle" I set them to 0 and 360 and it rotated as it rolled. As a special
- effect, I raised the "track path" a little in the Z direction so the
- sphere looks a little bit like a top rolling around, since the spin axis
- was not horizontal anymore.
-
- An alternative would be to make a cycle object, rolling around
- the X axis. This is equally valid, but I did it this way first.
-
- ------------------------------------------------------------------------
-
- 5] When I move a tracked Camera in the STAGE editor, it doesn't realign
- and draw the Perspective view correctly!
-
- If you have Imagine 2.0 or higher, press RIGHT AMIGA and the K key
- together, or select "Camera (Re)track" from the OBJECT menu. This will
- make the camera repoint to the track from the new position and will
- redraw the perspective view.
-
- If you have an older version of Imagine (or if you just want to)
- you can press RIGHT AMIGA and the C key or select "Goto" from the FRAME
- menu. Go to the current frame you are already on which will cause
- imagine to redraw everything.
-
- ------------------------------------------------------------------------
-
- 6] I have found that after creating a scene in the Stage editor, and
- then deciding that I want an animation and adjusting the highest
- frame count, my scene gets mangled in the first frame. Why?
-
- Well, it seems to me that this will happen if you don't split
- your channel bar from the first frame (where you want stuff to be
- exactly) to the second frame. I usually setup my scenes so that I have
- the first frame all set as it should be and then I do my transformation
- from frames 2-whatever. In this way, the first frame is ALWAYS where
- it's suppose to be no matter what changes I make in the remaining
- animation. If you look at your channel it should have a break between
- frames 1 and 2 and then be continuous (if that's the way your animation
- works out) from 2 on.
-
- ========================================================================
- SECTION 7 - Rendering and the Project Editor
- ========================================================================
-
- 1] Why do objects render fine in Scanline, but disappear in Trace?
-
- There are 2 possible causes for this.
- 1) You are running out of RAM
- 2) You objects are outside of the World Boundary
-
- To check #1 (for the Amiga), pull down The Project editor after you
- start a render during the initialization phase. Click once on the
- Workbench backdrop and you should see how much RAM you have on the top
- of the screen. As Imagine starts to render, this will decrease. If it
- becomes close to 0, chances are, that's your problem. To solve that,
- buy more RAM.
-
- The other possibility is that the objects are outside of the world
- boundary. The world boundary is basically a box in which your objects
- are placed. When you enter the STAGE editor, you are placing objects in
- this "virtual box" whose center is 0,0,0.
-
- When you Trace, Imagine clips ALL objects that fall outside of the
- box. The size of the world boundary is set in the ACTION editor. In
- this editor, there should be an item named GLOBALS. Whatever numbers
- are set in the SIZE timeline becomes the size of the box so that it lies
- from +/- Value for X,Y and Z. The default is no information present,
- which Imagine assumes is +/- 1024 units for all 3 coordinates.
-
- Thus to fix this problem you can:
- 1) Scale your entire scene to fit inside the +/- 1024 size
- boundary
- 2) Add a size line and set the X,Y,Z to the values you need
- (This can be found by using "coordinates" in the STAGE
- editor and moving the cursor around to find the values)
- 3) Add a size line and set the X,Y,Z sizes to 0,0,0. This will
- force Imagine to calculate the world size for ALL frames
- based on where objects are for the FIRST frame. This is
- important since if your objects move farther out during
- subsequent frames, you will have to set the size manually
- (see 2 above) since it will now be outside the computed
- boundary, and thus clipped.
-
- Note: The world boundary has no effect in Scanline rendering.
- Note: Setting the World Size to 0,0,0 regardless of problems will
- usually DECREASE Trace times!
-
- ------------------------------------------------------------------------
-
- 2] I have a problem with Filtered objects and the Global Backdrop!
-
- For some reason, clear or glass like objects will not be clear
- when used with a backdrop. To get around this render with "genlock sky"
- and then use an image processing program to composite the rendered image
- onto the background pic for each frame. Fog objects have a similar
- problem.
-
- ------------------------------------------------------------------------
-
- 3] I have created an animation (Hurrah!) and when I look at each of
- the individual frames, they look just as I thought they might.
- However, when I animate them, anywhere I have applied the
- "roughness" parameter, surfaces look animated...with lots of
- "crawling" effect on them. What gives?
-
- Roughness should NOT be used on objects that will be animated.
- (Unless of course, the "crawley" effect is what you're after). This is
- caused by a bug in the roughness algorithm. One of the main work-arounds
- suggested, is by using a very small or fine bump-map. Another work-
- around is to create a DPaint (or for that matter ANY IFF) multi-gray
- shaded screen and apply it as an altitude map.
-
- ------------------------------------------------------------------------
-
- 4] What situations, parameters, attribute values, etc. require the most
- trace rendering time?
-
- The list is long: reflections and refractions increase rendering
- time significantly, anti-aliasing (0 longest)-BTW this you must edit in
- the .config file and resolve depth (also in .config file), number of
- polygons, camera position (obliqueness), size of brush maps and even the
- numerical entries of solid textures, resolution, display and render
- modes etc etc.
-
- The big ones are refraction, edge level(antialiasing, reflection
- (along with "depth") and #of polygons. Pretty well in that order too.
- Remember that a higher refraction index is longer rendering time also.
- And yes the scale of the object means a LOT. Imagine uses something
- called an *Octree* to calculate the scene. This is related to the world
- size setting which is also discussed here in article number 1 above.
- The difference can go from *hours* to minutes, so scale your scene by
- the size you make your world. You can select everything in the scene
- (including camera and lights) and scale it interactively.
-
- ------------------------------------------------------------------------
-
- 5] How do I get rid of the "Jaggies?"
-
- The .config file for anti-aliasing defaults to 30. This is ok,
- but not great. The best is 0 and final rendering should always be 0. So
- you must edit this file every so often (before opening Im) or build a
- front end on the work bench (requires programming knowledge, though).
- BTW, the anti-aliasing is EDLE in .config file.
-
- {for those unfamiliar with the term jaggies - they refer to the
- way lines drawn by computers tend to haved a jagged or stair stepped
- appearance, instead of a smooth continuous line. This is usually found
- more in low resolution images.}
-
- ------------------------------------------------------------------------
-
- 6] How do I figure out the pixel aspect for a certain resolution
- display? I am rendering a picture to be displayed on a macII
- at 1024x768. Does anyone know the formula or is it device
- dependent?
-
- Pixel aspect ratio depends both on the aspect ratio of the
- display device (your monitor) and the resolution that fits onto that
- screen. Most monitors use a 4 x 3 aspect ratio so that to achieve square
- 1:1 pixels, the resolution must also be 4:3. 1024 x 768 will achieve
- this as well as 640 x 480. The Amiga typically uses a non-square aspect
- ratio of about 1.2:1 such as 320 x 200, 640 x 400, 768 x 480, etc. So
- the pixel ratio can be found using...
-
- (horiz res. / horiz display size) : (vert res. / vert display size)
- If your monitor has a 4:3 aspect, you should have 1:1 pixels.
-
- ------------------------------------------------------------------------
-
- 7] When making a disco ball effect, will a SPHERICAL light set at 255
- be bright enough to cause visible spots on the surfaces in a scene?
-
- No, I bet that a light of 255 won't work too well. So crank
- it up to 2000! Lights are not limited to 255 (It is logical that lights
- can be as bright as they want). Values above 500 or so are pretty
- severe; they cast strong shadows, like a very sunny day. Above 3000 or
- so and it looks like you're world is lit by nuclear weapons.
-
- ------------------------------------------------------------------------
-
- 8] I have a Amiga 3000/25. How long should it take to do a full
- trace picture with perhaps one transparent (nearly) glass?
- Does 4.5 hours sound reasonable to you? I am running the
- floating Point version of Imagine.
-
- The floating point version of Imagine uses inline floating point
- code for maximum speed. It does not use the libraries. I suspect that
- the non-FP version uses the libraries, just in case. You can probably
- SPEED UP your trace time SIGNIFICANTLY by scaling up the whole scene in
- the stage editor (see question 4 above!). A trace time of 4.5 hours on a
- 3000/25 definitely a "wee bit" on the high side for a scene as simple as
- you describe.
-
- ------------------------------------------------------------------------
-
- 9] Is there any particular format that Imagine prefers? Ham?
- 32 Color? EHB? 24 bit 1000 x 1000?
-
- The best is a 24-bit image, of course. Anything works, but the
- color range of a 24-bit will beat the tar out of a 16 color any day.
- Exceptions would be objects with a few discrete colors, like a red,
- white, and blue flag. Then a 24-bit and a 4 color image are equal in
- quality. Note that Imagine converts them all to 24-bit internally,
- though- the memory goes down equally for a 100 by 100 4-color as it does
- for a 100 by 100 24-bit.
-
- ------------------------------------------------------------------------
-
- 10] I would like to use conical light sources with my rendering,
- is there anyway "see" in wireframe where the light will fall?
-
- Note: In imagine 2.9, the ability to turn on 'Light Lines' was added in
- the Stage editor. The following describes another way to 'see' the
- light in the Stage editor before this feature was implemented. Of
- course you can still use this in 2.9 and above.
-
- For conical lights, the X-axis size determines the radius of the
- light beam at the distance set at the Y-axis. This if a light has a X
- size of 50, and a Y-size of 200, the light would have a circle with the
- diameter of 100 units at a distance of 200 units from the light's axis
- itself.
-
- You can use this information to create a conical light object in
- the detail editor. By creating a wireframe light, you can then load the
- light in and actually "see" and resize it to get an idea for the lights
- size.
-
- Add a primitive cone object. Then position the axis of the cone
- such that it is at the exact tip op the cone object. Finally rotate and
- resize the cone's axis so the Y axis extendes to the end of the cone
- and the x-axis (which should allready be set okay) has the diameter of
- the cone.
-
- The above can be done in 4 steps using the transformation
- requestor, make sure that the "transform axis only" box is checked
- in steps 2,3 and 4:
-
- 1] Add a primitive cone with default values.
- 2] Set the Position on the axis -100 on the Z-axis.
- 3] Set the axis alignment to -90 on the X-axis.
- 4] Set the axis size to X=50, Y=100, Z=50.
-
-
- Front or side view of cone: Z---X
- /|\
- / | \
- / | \
- / | \
- / | \
- +-----|-----+
- Y
-
- Once this is done you will now have a cone object with the
- axis set correctly to be a light. It is not yet however a light source.
- Go into the attributes requestor for the object and click on the box
- labeled "light". In here is a standard light box just like those in
- the action editor. Click on conical, and set the color and other options
- as you wish.
-
- At this point you must remove any faces from the object. If you
- do not do this, when you render the object will will have a white cone.
- Simply go into "Pick Faces" mode and then "Select All" of the faces and
- finally "Delete" or "Cut" them. You will now have a wireframe cone light.
- Save this object.
-
- From now on, you can load this as a normal object into you
- renderings and resize, scale and move the light around as you wish. The
- only drawback to this method is that to change light parameters such as
- color or shadows, you must re-edit the object in the detail editor and
- then resave it.
-
- ------------------------------------------------------------------------
-
- 11] How important is lighting for a rendering, and is there any "preset"
- method used to get good results?
-
- Lighting in computer graphics is a very important element in
- creating images. It takes a while of experimenting with different types
- of lights and settings to get good results, but there is one basic setup
- that can also be used as a starting point.
-
- The basic approach is one used for lighting real world video
- scenes. It is known as a "3 point" light setup since it involves 3
- light sources.
-
- The first light source named the "key" light is the main light
- for the scene. It is usually placed about 45 degress above and to the
- side of the camera. This provides overall light so you can see your
- objects etc...
-
- The second light is known as the "back" or "top" light. Place
- this light above and slightly behind the center of your scene. In video
- this is used to show highlights on a persons hair so you can tell where
- the back of their head is. In this case, it provides a similar function
- so that you can see the back parts of objects. This is typically set at
- about 2 times the key lights intensity, though for computer graphics a
- setting equal to or less than that of the key is usually enough.
-
-
- The final light is the "fill" light. This is usually placed
- at a 45 degress angle below and to the side of the camera so that it
- is on the opposite side of the "key" light. This light should be dim
- and possible colored and diffused to give some illumination to any part
- of the scene not covered fromt the other lights. For rendering this
- means lowering the intensity and or making the light "diminish in
- intensity".
-
- With this setup there should be an improvement over any
- rendering using just one light. As a test setup a ground and a
- stationary object. (The typical chrome ball with cool highlights on a
- checkered ground works well here) Render once scene with just one light
- (the key light only). Then add the other 2 or more fill lights and re-
- render it. There should be a big difference.
-
- Also, don't forget that lights can be colored, can cast shadows
- and can be "conical spotlights". All this can be used to give greater
- value to your scene.
-
- ------------------------------------------------------------------------
-
- 12] Help with Fog, By J. Koszarsky
-
- Fog isn't too bad once you get the hang of it. There are a couple
- problems to be aware of though. Overlapping fogs will cancel each other
- out wherever they overlap. Fog objects should be closed objects. If
- you have a tube be sure to close the ends up. And when you scale your
- object up or down you should be aware that the fog length will not scale
- with your object, I found this very annoying.
-
- Imagine you have a 100x100x100 cube and you make it a fog object.
- What does the fog length mean? If you make your fog length 50 units and
- then move a non-fog object into the fog, once it goes beyond 50 units
- you won't be able to see it anymore. 50 units is the point at which an
- object inside the fog will be totally obscured by that fog. If you
- shorten the length to say 25 then the fog will become more dense.
- Making the length larger creates a less dense fog. If the length is
- greater than 100 then you will be able to see objects on the other side
- of the cube.
-
- Using global fog in the Stage/Action editors is similar but it is
- applied everywhere, like an infinite plane. You can however control the
- heights(Z) where the fog begins & ends. So if you wanted fog in a grave
- yard you could tell it to start at the ground level and end as high as
- you want, depending upon what your are looking for in your scene. The
- fog length works the same as with objects. If it is set to 100 units
- then any object in your scene that is beyond 100 units will be hidden in
- the fog. For a very subtle fog I sometimes set my length to 2048 or
- greater, this is very thin.
-
- There is another annoying feature of fogs. It looks great when used
- for making atmosphere on a planet but it will illuminate the entire
- planet, no matter where the light source is placed. So you can't get a
- dark side if you have the fog around the entire planet. You can get
- around this by using a half sphere fog for the atmosphere and aligning
- it to your lightsource.
-
- ------------------------------------------------------------------------
-
- 13] How can I render in Widescreen/Letterbox format?
-
- Besides making for some neat looking animations, this will also
- lower rendering times. For a render that would normally be 768x482 or
- so, make it 768x380. Leave the ratio just as it is (6:7). Any where
- from 380-330 or so will look pretty good.
-
- Remember though that Imagine will still show the entire normal
- view of the animation in the Stage editor's preview window. This means
- that while you can see objects at the top of the screen here, they might
- actually be cropped in the final rendering.
-
- ------------------------------------------------------------------------
-
- 14] I selected Spheres for my particle object, but all I get is a
- polygonal shape!
-
- In order for you to get spheres in the particle object you will
- have to render in Ray Trace, not Scanline. Otherwise you end up with a
- faceted sphere of only a few polygons.
-
- ========================================================================
- SECTION 8 - Essence Settings and Other Attributes
- ========================================================================
-
- 1] Electrical Arc (Essence)
-
- Here's how to make an electrical arc between two rods, like
- something out of Frankenstien's lab.
-
- 1] Start with a plane with 255 R,G,B on Color and a light blue
- (or whatever color you want the arc to be) in Filter.
- 2] Use Ringfract as follows:
- Set the Z axis to point out of the plane, (rotate 90 on X)
- Low Trans Start=30 Low Trans Width=5
- Hi Trans Start =40 Hi Trans Width =5
- Set the color to 0,0,0 for RGB.
- Leave other settings at defaults
- Place the axis of Ringfract in the middle of the bottom edge of
- the plane.
- 3] Now use Swapcrf to swap the color and filter values. Do this by
- setting all parameters to 0, and then setting the following
- values to 1:
- Filt -> N Color = 1
- Refl -> N Refl = 1
- Color -> N Filt = 1
-
- Now when rendered, there should be something similar to an
- electrical arc (or maybe some sort of plasma). To have the arc grow,
- rotate the Ringfract axis on X up or down so that the plane and cylinder
- do not intersect at 90 degrees. If you animate this it looks like the
- arc gets taller until the arc breaks (i.e. the plane no longer
- intersects Ringfract's cylinder in a curve, but instead in two lines).
-
- Also setting the plane to bright will make it look correct
- in dim scenes.
-
- ------------------------------------------------------------------------
-
- 2] Veined Marble (Essence)
-
- The veinedmarble texture is used twice, once for large, widely
- spaced veins. The second use is for finer, closely spaced veins.
-
- For veined green marble set the object color to 40,80,40 for
- Red Green and Blue respectively. The texture veins are a gray-green
- color.
-
- Text#1 Text#2 Parameter Text#1 Text#2 Parameter
-
- 800.0 300.0 Initial Scale 4.0 5.0 Turbidity
- 7.0 7.0 # of Scales 0.9 0.98 Color Level
- 0.4 0.4 Scale Ratio 120.0 120.0 Color Red
- 0.6 0.6 Amp Ratio 150.0 150.0 Color Green
- 0.4 0.4 Time Ratio 120.0 120.0 Color Blue
- 0.0 0.0 Time 0.0 0.0 Fade 0..1
- 1.0 1.0 Sharpness 0.0 0.0
- 20.0 10.0 Vein Spacing 0.0 0.0
-
- Rotate the second texture 45 degrees around the X and Y axes
- with respect to the first texture. You may want to rotate the first
- texture as well.
-
- ------------------------------------------------------------------------
-
- 3] Rough marble/rock (Essence)
-
- This uses 2 textures, one for a main color variation, and
- the other for the bump/roughness. This is very effective for creating
- stone surfaces. Try these settings on a primitive plane.
-
- Object Attribs R G B Value
- Color = 136 118 128
- Specular = 153 134 132
- Dithering = 255
- Phong = On
- All others at 0.
-
- Texture 1: fractalcolor Texture 2: bump
- Parameter Value Parameter Value
-
- Initial Scale 15 Initial Scale 5
- # of scales 5 # of scales 4
- Scale Ratio 0.4 Scale Ratio 0.5
- Amplitude Ratio 0.4 Amplitude Ratio 0.5
- Time Ratio 0.4 Alt. Adjust 3
- Time 0 Fade 0..1 0
- Base->1 Trans 0.3 Axis placement left at default
- 1->2 Trans 0.6
- Color 1 End 1
- Color 1 Red 70
- Color 1 Green 60
- Color 1 Blue 60
- Color 2 Red 255
- Color 2 Green 240
- Color 2 Blue 240
- Fade 0..1 0
- Axis placement left at default
-
- When rendered an off gray stone will be created. Great for
- caverns, dungeons and so on. Just slap it onto the walls or columns
- to give it good-ol' natural look.
-
- ------------------------------------------------------------------------
-
- 4] Soap Bubble (Imagine 2.0 and higher)
-
- COLOR REFLECT FILTER SPECULAR
- R 250 10 192 255
- G 215 10 162 245
- B 225 10 133 238
-
- Dithering Hardness Roughness Shiniess Index of refraction
- 0 245 (Or less) 0 0 1.08
-
- Then Add a Pastella Texture with the following data in each column:
-
- 102.333374 100.00
- 0.0 0.0
- 255.0 255
- 0.0 180
- 100.0 80
- 0.0 110
- 255.0 0.0
- 100.0 0.0
-
- Now, try render it, and remember to put a object behind, and try to make
- several copies, and make a complete bubble bath!
-
- ------------------------------------------------------------------------
-
- 5] Spaceship Panels (Imagine 2.9 and higher)
-
- This uses the RADWIND, TUBEWIND, or RECTWIND textures to create
- multicolored spaceship panels:
-
- - Add a primitive sphere with it's default values.
- - Apply the RADWIND texture (or other 2 textures depending on the
- shape of your object)
- - Make these adjustments to the texture variables:
-
- Column One Two
- ____ ____
- 1 210 *These params will will give you panels that
- 3 210 are randomly colored from the two color ranges
- 60 210 defined in column two.
- 0 190 *Play around with some of the variables to get
- 1 190 the effect right for you.
- 0 190
- 0 -1
- 0 0
-
- ------------------------------------------------------------------------
-
- 6] Bark, mountain, stone effects (Imagine 2.9 and higher)
-
- This uses the WRINKLE texture.
-
- - Add default cylinder and CLOSE the TOP
- - Select the top edges of the cylinder and MAKE SHARP
- - Apply the WRINKLE texture and render.
- This will look like bark around the cylinder....play with the
- noise functions to adjust the look of the bark.
-
- Now make these changes to the Texture:
-
- Column One Two
- ___ ___
- 0.5 150 * This will look like the sides of a mountain
- 0.5 150 around the Cylinder. On the top of the
- 10.0 150 cylinder it will look like granite.
- 1.0 20 * When applied to organic objects the vertical
- 0.5 50 faces will have the rivulets, the horizontal
- 0.0 20 faces will be granite-like.
- 0.0 0 * Try changing the first three variables in
- 1.0 0 Column one to 10,10,1 respectively. The
- resulting look will make the cylinder look
- like a core sample around the cylinder, while
- the top of the cylinder will have a marble
- like quality.
-
- ========================================================================
- SECTION 9 - Miscellaneous
- ========================================================================
-
- 1] What the heck is BTW, IMO and other weird abbreviations...
-
- BTW is an abbreviation for "By The Way".
- IMO is an abbreviation for "In My Opinion"
- IMHO is an abbreviation for "In My Humble Opinion"
- IML is an abbreviation for "Imagine Mailing List"
- :) is a sideways smiley face
- :( is a sideways frowny face
- ;) is a winking-eye face etc...
-
- ------------------------------------------------------------------------
-
- 2] My rendering times and even my refresh times in the editors are
- much MUCH too slow, even with an accelerator. Is there any
- basic tricks or hints that are often overlooked that might help
- me out?"
-
- Always be sure to MERGE your objects. This eliminates multiple
- faces, points and lines. Some objects have a VERY large number of these
- and it can slow your times down by up to 1/2!
-
- ------------------------------------------------------------------------
-
- 3] When does one get good enough so that they don't render ugly
- pictures!
-
- Practice with a simple objects (to cut down trace time) over and
- over and over. Varying lighting & color etc. This will allow you to
- get the effect you want which is only a technical problem.
-
- ------------------------------------------------------------------------
-
- 4] Hires Video modification for Amiga Imagine From James R. Walker
-
- ***Note: The following explains how to modify the actual executable
- file of Imagine. Do this at your own risk! If you have any
- problems or end up trashing your copy of the program it is your
- own fault. It is highly recommended that you make a backup copy
- of the program before you mess with it.
-
- Ok, here's how it works... (If you don't have an Amiga, don't do this!)
-
- Get a filezapper type program. (NewZap DPU FileZap Hex etc...)
-
- Look up your version of Imagine on the chart below.
-
- Edit the executable at the bytes indicated in the chart. The block #s
- and byte #s are shown in decimal. The hex numbers in parenthesis are
- the hex versions of the block numbers. The bytes to modify are, of
- course, in hex. Replace the resolution you find there with the
- resolution you want. Then save the new file. (I don't have to remind
- you to keep a backup of Imagine on hand!)
-
- Notice that Imagine automaticly doubles the vertical resolution for use
- in interlace mode. So, if you want vertical resolution of 462 then you
- must tell it to give you 231. (231 = 00E7 in hex)
-
- Imagine Version # Horizontal Vertical
-
- FP 1.1 Block 393 ($189) Block 83 ($053)
- Bytes 220 & 221 Bytes 162 & 163
- From 02 80 From 00 C8
- (Example: To 02 BC = 700 in dec)(To 00 E7 = 231 dec)
-
- FP 2.0 Block 497 ($1F1) Block 95 ($05F)
- Bytes 328 & 329 Bytes 250 & 251
- From 02 80 From 00 C8
-
- INT PAL 2.0 Block 500 ($1F4) Block 94 ($05E)
- Bytes 124 & 125 Bytes 42 & 43
- From 02 80 From 01 00
-
- FP PAL 2.0 Block 497 ($1F1) Block 95 ($05F)
- Bytes 388 & 389 Bytes 244 & 245
- From 02 80 From 01 0
-
- INT 2.9 Block 1561 ($619) Block 119 ($077)
- Bytes 486 & 487 Bytes 480 & 481
- From 02 80 From 00 C8
-
- FP 2.9 Block 1529 ($5F9) Block 95 ($05F)
- Bytes 82 & 83 Bytes 168 & 169
- From 02 80 From 00 C8
-
- FP PAL 2.9 Block 1529 ($5F9) Block 95 ($05F)
- Bytes 146 & 147 Bytes 162 & 163
- From 02 80 From 01 00
-
- Impulse told me, in the past, that Imagine is made to run ONLY on a
- 640 x 400 screen. I was told that if I changed it, I would do so at my
- own peril. I pass this information on to you.
-
- One Final Note: Imagine PC users have a whole different program than
- Amiga users. This modification will not work on the PC version. I
- would guess that a simmilar modification for the PC version would be
- more complicated, given that VGA modes are more complicated than Amiga
- modes.
-
- ------------------------------------------------------------------------
-
- 5] What are particles? (Note: Particles were add in Imagine 2.9)
-
- There are a couple of different meanings and interpretations of
- what particles and particle animation software should do. In general,
- a particle is an object, or point in 3D space that is then controled by
- parameters mimicking real world physics. For example, take a point in
- 3D and apply motion to it as if it were under gravity. The result
- would be it would move downward increasing in speed. So you can use
- particles to simulate wind, exploding, melting and other things that
- move points in different ways.
-
- Particles can also be objects or simple polygonal shapes rather
- than just points. In imagine, you can make a 'particle object' by
- modeling a normal object with faces. Then, using the particle requestor
- in the Detail Editor, specifiy that all faces/polygons of the object be
- replaced by cubes, spheres, tetrahedrons and so on...or even other
- objects. When you go to render the object, each face will be replaced
- with the particle you have chosen.
-
- This means in Imagine, you can make objects created out of many
- 'particles' even though you don't use any particle type of motion. This
- is true since you could now take that object, and just animate it
- normally using standard key frame techniques and so on.
-
- However, Imagine does have a new method for applying the motion
- control over these particle objects, (or even normal objects, since it
- will simply affect the faces). In the Action Editor you can now use the
- particle effect. This lets you specify how the particle/faces of the
- object will be affected over the course of an animation.
-
- In general, particle systems allow one to simulate complex
- motion easily. They allow one to create many particle objects and to
- have their motion defined by mathmatical properties.
-
- ========================================================================
- CLOSING - Closing statements and Disclaimer
- ========================================================================
-
- Hopefully this document is useful to people out there. Once
- again, if there is anything you want added/changed/deleted, please
- e-mail as listed at the top of the document.
-
- What follows is a small disclaimer so no one gets sued for
- information that is harmful or accidentally incorrect or misleading.
- (If you find a mistake...please send e-mail so it can be fixed!).
-
- Disclaimer: There is no guarantee regarding any information
- presented in this document. The information may not
- be correct, useful or helpful. The reader accepts ALL
- responsibility for actions pertaining to reading this
- document regardless of consequence.
-
- ========================================================================
- END OF IML-FAQ
-
-
- --
- +--------------------------------------------------------------------------+
- | Michael Comet, mbc@po.CWRU.Edu - CWRU, Software Engineer/Graphics Artist |
- | Computer Graphics/Animation! - Liquid Vision SIG (go liquid), Freenet |
- +--------------------------------------------------------------------------+
-