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-
- R3 ALPHA 3.1 DOC
- 4/14/93
- CONFIDENTIAL -- AUTODESK INC.
-
-
-
- (R3PA)
-
- This is the last alpha release of April. Expect the next release
- during the week of May 3rd.
-
- The following items are not discussed in the hardcopy
- alpha document. Please print this file out and attach
- it to your alpha doc for easy reference. This contains
- important information!
-
-
-
- - There ARE samples included with this release. Inside the
- SAMPLES.ZIP file you'll find SAMPLES.DOC. Read through
- it... it'll have instructions about what to do with them.
-
- - We've located what was causing the "Can't locate dropdown
- code 914" message, and we've eliminated both the cause and
- the message. We've also fixed a few of the bugs in Medit
- that caused it to crash in the ALPHA 3.0 release.
-
- - Alert: Be careful of IPAS routines and ADI drivers that may
- have been compiled with the Watcom compiler. These .exp
- files will allocate all available memory within 3DSr3 when
- initialized, forcing paging to happen immediately.
-
- - Installed .AI file save from the Shaper. These .AI files
- should load into Corel Draw just fine. (please test)
-
- - We've implemented functionality that duplicates a "variable
- plane camera" (sometimes called a "perspective-adjusting
- camera") for architect-types.
-
- How? We've added an "Enlarge" function, which takes any
- subportion of the screen and renders it full-screen.
-
- We've added the command (named for the time being "Render
- Blowup") to the Renderer subbranch.
-
- Note that this doesn't really work right with backgrounds:
- the whole background is rendered, instead of stretching the
- right sub-rectangle out to fill the screen. Its fixable, but
- I don't know if its worth it.
-
- Note- by setting a large FOV and enlarging an area away from
- the center of the screen, you can get the affect of a
- variable plane camera.
-
- - Added the Material Rename command to the Editor. You can
- finally rename materials while they're in the scene.
-
- - The problem we had with super-dense particle systems slowing
- intolerably down in the A-buffer is fixed. It should
- actually be faster than rendering particle systems with the
- old 2.0 renderer now. (although it'll still take awhile on
- those first few frames, when hundreds of particles
- (especially with transparency) are overlaying each other on
- a single pixel.
-
- - KF: Implemented Next- & Previous-key functions. ALT-, takes
- you to the previous key, and ALT-. takes you to the next
- key.
-
- - Fixed some bugs in drag-and-drop of names in Medit that you
- might have seen in ALPHA 3.0.
-
- - Fixed a problem in ALPHA 3.0's summed-area table lookup that
- cause light & dark areas when you zoomed close to objects.
- Summed-area tables ought to be production-worthy by now.
-
- - Added the Super Sample button/feature to Medit. When on,
- any pixels that are occupied by a super-sampled material are
- put through an 2x4 supersampling filter. It increases
- rendering time up the yinyang, but it might sometimes be
- necessary to eliminate texture scintillation with tight
- bump-mapped surfaces or dense sxp's. We'll be added more
- control to do smaller samples to make this go faster soon.
-
- Remember, since you can do texture filtering on a map-by-map
- basis, you should try to increase your bump map filtering
- percentage before you take the plunge and decide to super-
- sample the material!
-
- - In Medit, the ',' and '.' keys can be used to switch between
- the active material.
-
- This is incredibly handy if you need to copy a map from one
- material to another. Just pick up the map, and while you're
- in the middle of the drag operatation, hit the , or . key to
- switch materials. Drag the map over to the slot you want in
- the new material, and drop it.
-
- - You can now drag-and-drop map names from the bitmap slots to
- the ViewImage button. This is an extremely easy way to view
- a bitmap that you're using as a material component.
-
- - File Gamma and Video Color Checking for Files is now
- working. (Note that gamma is still low-color-res gamma, so
- I DO NOT RECOMMEND USING it. Wait till we finish the high-
- color-res gamma.)
-
- - To force two-sided rendering from the command line, the
- switch /2 should do the trick.
-
- - New 3DS.SET option (as per MF's instructions) that allows
- you to specify an RGB value besides 0,0,0 to be your
- transparent color for compositing. (it should only work
- with RGB0,0,0 and Pseudo-alpha methods).
-
- VP-TRANSPARENT = 0,0,0
-
- - Big convenience item: When you're in a scroller dialog,
- pressing ALT + the first letter of the item you're looking
- for will scroll the scroller to the start of the items
- beginning with that character. Works for A-Z and 0-9.
-
- - The Safe Frame is now available in any Ed/KF viewport.
- Fixed bugs in earlier version with coordinate adjustment for
- the views using the safe frame.
-
- - Background images are now available in any Ed/KF viewport.
-
- - Added ability to force the mapping icon aspect ratio from a
- bitmap file -- Surface/Mapping/Adjust/Bitmap Fit. (yay!)
- This makes sure that the mapping icon will apply a texture
- map in a 1:1 aspect ratio to the bitmap. Only works
- properly with bitmap files which contain aspect ratio
- information -- if they don't, it assumes a pixel aspect
- ratio of 1.0.
-
- - TGA files are now saved with extra information, including
- aspect ratio. This takes advantage of the Targa extended
- data area. Other information which is now written: 3DS
- program name and version, file creation date. Do we want to
- put in the 4 lines of user comments (80 chars each)? You
- can see these comments in the Files/View Info dialog.
- (Note: We've also added the image filename to the View Info
- dialog.)
-
-
- - You now have the ability to load custom 3DS.SET files from
- the command line. (good for debugging ADI drivers, or for
- radically changing your system options without hassles)
-
- To use, type 3DSI SET=<filename> and the program will load
- the specified file instead of 3DS.SET.
-
- Example: 3DSI SET=FROON.SET. After loading the specified
- SET file, 3DS loads the network 3DSNET.SET file.
-
- - You can now have up to 250 map-paths. (If you need more,
- there's something wrong with you. This could be expanded, if
- we need to, but more than that would REALLY slow down image
- file searching.)
-
- In order to accomplish this, the Map Paths button in the
- Configure dialog now brings up a dialog with a scroller with
- paths and four buttons:
-
- EDIT: When selected, a click on an existing path entry
- brings up a file selector, which enables the user to select
- a different path.
-
- ADD: When selected, a click in the scroller list brings up a
- file selector. If OK'd, the new path is inserted at the
- indicated point in the scrolling list.
-
- MOVE: When selected, a click in the scroller selects a map-
- path to be moved, and you can move it to re-prioritize its
- position within the map-path search queue. (you probably
- won't use this option much, but it's good to have it there
- when you need it)
-
- DELETE: When selected, a click in the scroller list prompts
- you as to whether or not the indicated path is to be
- deleted. The ALT key acts as a modifier to delete all
- paths.
-
- The 3DS.SET entry MAP-PATH="D:\PATH" is used to load these
- slots. The old MAP-PATHx= lines are recognized, but the
- paths are plugged into the list in the order in which the
- path statement is encountered in the .SET file. Eventually,
- we will eliminate the old-style numbered path statements and
- allow only "MAP-PATH=".
-
- Project files: Existing project files will be read properly,
- loading in as many map-paths as there are in the file, in
- the proper order. New project files use a new chunk
- identifier for these paths, so this is NOT backward
- compatible. Sorry.
-
- - New automatic map-path feature called "Auto Search Path".
- It's completely invisible... no user interface. Here's how
- it works:
-
- If you want to store an entire project's worth of stuff
- together in one subdirectory (meshes, maps, etc), you can do
- that without having to manual assign that directory as a
- map-path. The path you load the .3ds or .prj from is added
- to the top of the map path list if it's not the current
- project or mesh path. Very convenient.
-
-
- - If you want a shock, hit F11. The screen will be taken up
- by a full-screen text editor display, with menu bar, tool
- bar, editing area and scroller. The menu bar works (this is
- a nifty modification to 3ds -- menu bars in dialogs, if we
- want to use them). Select File/Exit to leave the editor.
- When complete, the editor will have user-defined additional
- dropdowns and an icon toolbar, and will be callable from
- IPAS routines. Gee... I wonder what kind of an IPAS routine
- could possibly use an editor... Not any of our _current_
- types... hmmm... must be something new going on in there.
- <g>
-
- - I wanted to supply a sample MEDIT.CUB file (this is the file
- that Medit will look for to as a sample when it renders
- auto-cubic reflection maps inside of the material editor.
- However, I ran out of disk space by about 10K (rats). You
- can make one yourself (according to the instructions in the
- docs), but if you want to just get my copy from me quickly,
- send me an email on Compuserve (76702,413) and I'll shoot it
- over to you (the zip file is only 17K).
-
- - Make sure that you read the section in the docs about
- rendering quality (this is within introduction in the first
- 10 pages). Items like the pixel size setting are very
- important!
-
- - When assigning a JPEG file as a texture map, you'll have to
- manually enter the JPG extension in the wildcard field
- (there's no button yet for it). Just type in *.JPG and then
- click on another field.
-
- - The TELLME.EXE file referenced in the Alpha docs was removed
- from this disk because it wouldn't fit. If you've got it from
- the Alpha 3.0 release, keep it. (The beta release will be
- a 2-disk set.)
-
- Network rendering:
-
- - Network issues: Things are looking pretty smooth with the
- network stuff. This version adds a bunch of cool "machine
- crash detection" features.
-
- I've fixed up some of the typos in the 3DSNET.SET file, and
- have added an END statement (thank you).
-
- - NET-MACHINE-TYPE=SLAVE now sets the machine up as if it had
- been started from the command line as a slave. That is, it
- allows running without a hardware key and, when ESC is hit,
- it returns to DOS.
-
- - <ANY> now overrides any other machine selections on a queue
- item. If you click on ALL, you'll get <ANY> in the queue.
-
- - Network machine-crash timeout detection is working. Here's
- what you need to do:
-
- A) Set NET-TIMEOUT-CHECK=ON
-
- B) Make sure all your systems are set to the same time. On
- Lantastic, the NET CLOCK \\SERVERNAME should be added to the
- STARTNET.BAT file. use this statement on all machines on
- the network, using the same server name. This will
- automatically set all your machines to the same time at
- startup.
-
- When a machine has not squawked in the time period specified
- by NET-TIMEOUT (in minutes), that machine is marked as
- FAILED, and the frame it was rendering is reassigned to the
- next available machine. If it is the only machine in a
- single-machine process (without <ANY>), you should delete
- the process and restart it.
-
- - Added NET-TIMEOUT=1-60 (default=3) to 3DS.SET. This is the
- time, in minutes, that a machine will be allowed to sit
- without squawking before it is assumed to have crashed. Any
- machine that has not squawked in the specified time is
- assumed to be lost, and the frame it was working on is
- assigned to the next available machine.
-
- - Added NET-SQUAWK=10-180 (default=60) to 3DS.SET. This is
- the interval, in seconds, that a machine waits between
- squawks. As a general rule, I'd set NET-SQUAWK to 1/3 of
- NET-TIMEOUT, just to give a margin of error. For example,
- 60 seconds in NET-SQUAWK should have a NET-TIMEOUT of 3
- minutes.
-
- - Added NET-TIMEOUT-CHECK=ON/OFF (Default=ON) -- determines
- whether the network render will check for machine timeouts.
-
- - Fixed an ALPHA 3.0 problem with Video Post network rendering
- -- it no longer leaves net machine in Video Post mode after
- a VP render runs.
-
- - Fixed a problem with the MCS being accessed by two machines
- at the same time. This only occurred if the MCS wasn't
- present, and two machines tried to access it at the same
- time -- This is now fixed by an alert when (A) you try to
- start a new render or (B) try to edit the queue. You will
- be told:
-
- "MCS does not exist. Create it?"
-
- A YES response creates the MCS, then allows you to edit it
- or start the render. The mechanism should prevent future
- problems.
-
- - Slaves may be taken offline remotely by deleting the .EQP
- file for the machine to be taken offline. DEL *.EQP takes
- all slaves offline.
-
- - In answer to Jamie's query: If NET-SERVER-PATH doesn't
- exist, the images are written to the startup drive. This is
- shown as a warning at startup.
-
-
- [end]