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- +======================================================================+
- | Imagine Mailing List |
- | FREQUENTLY ASKED QUESTIONS |
- |----------------------------------------------------------------------|
- | Compiled By |
- | Gabriele Scibilia |
- | 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@email.eag.unisysgsg.com (FAQ List).
-
-
- - Gabriele S.
-
- ========================================================================
-
- Last Update : August 25, 1995 Friday
- Issue Number : 8
- What's New : Section 1, No 1. Added HTML home pages list
- Section 2, No 25. Spin and Sweep: how them work
- Section 2, No 26. Modeling hands, feet, etc...
- Section 2, No 27. Realistic neon lights
- Section 2, No 28. Getting a checkered plane with checks
- of different textures
- Section 2, No 29. Bright light reflecting off thousands
- of tiny particles suspended in air
- Section 2, No 30. Bones can
- Section 2, No 31. Inverse kinematics
- Section 2, No 32. Inverse kinematics excitement
- Section 6, No 8. Depth of field
- Section 7, No 16. Oct-tree level
- Section 8, No 13. Spaceship shield Attribute
- (Essence)
- Section 8, No 14. Spaceship shield (Imagine v2.9)
- Section 8, No 15. Ground cover (Imagine v2.9 or higher)
- Section 8, No 16. Steam engine attribute
- (Imagine v2.9 and higher)
- Section 8, No 17. Fun with Fuzz texture:
- Wispy Smoke, Scattered Cumulus Clouds
- (Imagine v2.9 and higher)
- Section 8, No 18. Water attribute
- Section 8, No 19. Castle brick attribute (Essence)
- Section 8, No 20. Cloth attribute (Essence)
- Section 8, No 21. Fabric (Imagine v2.9 or higher)
- Section 9, No 4. Imagine v3.0 / v3.1 high res video
- change update
- Section 9, No 9. N.U.R.B.S.
-
- ------------------------------------------------------------------------
-
- CONTENTS:
- =========
-
- SECTION 1 - Support Products/Sites
- 1] Imagine related: References/Help Books/Magazines/ftp sites,
- BBSes, Models/Textures (pics) materials, HTML home pages.
- 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?
- 10] How do I make "wireframe" objects?
- 11] How can I create seashells?
- 12] May I use more than four textures in Imagine v2.0?
- 13] How do I make realistic clouds?
- 14] How do I create visible light beams?
- 15] How can I simulate underwater ambient?
- 16] Does anyone have suggestions for emulating soft shadows?
- 17] Can I create 2d/3d smoke effects? How?
- 18] How Bones works (By Lesk and Mark Decker)?
- 19] Halo around light sources.
- 20] Can a reflective object inside a glass tube render properly?
- 21] Help with Slice function, By J. Goldman.
- 22] Fog object and global fog: undersea fog spotlight.
- 23] Disco ball effect: how simulate some sort of radiosity.
- 24] How can I create a candle flame?
- 25] What are the differences between Spin and Sweep functions?
- 26] Modeling strategies: modeling hands, feet, etc...
- 27] How can I create neon lights?
- 28] How can I get a checkered plane with checks of different
- textures?
- 29] How can I simulate the effect of a bright light reflecting
- off thousands of tiny particles suspended in air?
- 30] I still have questions about the bones feature, let's say
- I had a "can" object of coke and I want to make it dance.
- 31] Constrain, freeze, release: inverse kinematics.
- 32] Inverse kinematics: getting started, By Randy R. Wall.
-
- 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?
- 7] How do I use the Sway Effect?
- 8] Depth of field.
-
- 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!
- 15] Help with Fog: if you place a fog object inside another,
- they cancel out, why?
- 16] The config file says something about "oct-tree level".
- What EXACTLY is this about?
-
- 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)
- 7] Solar corona (Essence)
- 8] Solar corona (Imagine 2.9 and higher)
- 9] Sludge (Imagine 2.9 and higher)
- 10] Marble (Imagine 2.0 and higher)
- 11] Starfield (Imagine 2.9 and higher)
- 12] Photon Torpedo (Imagine 2.9 and higher)
- 13] Spaceship shield (Essence)
- 14] Spaceship shield (Imagine 2.9 and higher)
- 15] All purpose ground cover (Imagine 2.9 and higher)
- 16] Steam engine, shafts of light (Imagine 2.9 and higher)
- 17] Fun with Fuzz texture (Imagine 2.9 and higher)
- 18] Water (Imagine 2.0 and higher)
- 19] Castle brick (Essence)
- 20] Cloth (Essence)
- 21] Fabric (Imagine v2.9 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?
- 6] Everything about motion blur, By Mark Allan Fox.
- 7] 3D stereograms, By Gary Beeton.
- 8] Working with bitmaps, By Douglas Smith.
- 9] What are N.U.R.B.S?
-
- CLOSING - Closing statements and Disclaimer
-
- ========================================================================
- SECTION 1 - Support Products/Sites
- ========================================================================
-
- 1] Imagine related: References/Help Books/Magazines/ftp sites,
- BBSes, Models/Textures (pics) materials, HTML home pages.
-
- 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.
-
- "3D Modeling Lab", Philip Shaddock, The Waite Group Press,
- ISBN 1-878739-52-2, 1994.
-
- 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. AVID Pubblications,
- Cupertino, CA 95014 273 N. Mathilda, Sunnyvale,
- (800) 322 - 2834 CA 94086, USA
- (A magazine focusing specifically on NewTeks Video
- Toaster device. Nothing related to Imagine, but some more neat
- pictures to look at!)
-
- "Computer Gazette"
- IHT Gruppo Editoriale S.r.l.
- Via Monte Napoleone, 9 - 20121 Milano
- (39) 02 - 895921
-
- "Scientific Amigan"
- Dept AZ, POB 60685,
- Savannah, GA 31420-0685, USA
-
- "Geoffrey William's Computer Artists & Videographer Report"
- aka "The CAV Report"
- CBP, 1833 Verdugo Vista Drive,
- Glendale, CA 90218
- USA (818) 2409845
- USA (818) 2409845 (FAX)
-
- "XPress" aka "The Amiga CAD Newsletter"
- 8231 NE Paulanna Lane,
- Bainbridge Island, WA 98110, USA
-
- "Nonlinear Nonsense"
- Cedar Software, PO Box 4495,
- Wolcott, VT 05680
- USA (802) 8885275
- USA (802) 8883009 (FAX)
-
- "3D Artist"
- Columbine Inc. PO Box 4787,
- Santa Fe, NM 87502-4787
- USA (505) 9823532
- USA (505) 8206929 (FAX)
- (Magazine for users of 3D Studio, Lightwave 3D, Topas
- and other popular programs including low-cost programs. Topics
- includes modeling, lighting, camera work, character animation,
- sound, and video)
-
- "Amigator"
- PO Box 26026, Nepean,
- Ontario, Canada K2H 9RO
-
- 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 (ftp.wustl.edu)
- under /systems/amiga/aminet. Numerous other sites also have the aminet
- directories.
-
- MODELS/TEXTURES LIBRARY:
-
- Imagination Works
- 644 N. Santa Cruz avenue,
- Suite 12, Los Gatos, CA 95030
- USA (408) 3545067
-
- Antigravity Products
- 456 Lincoln Blvd.,
- Santa Monica, CA 90402
- USA (310) 3936650
- USA (310) 5766383 (FAX)
-
- Visual Inspirations
- 809 West Hollywood,
- Tampa, FL 33604
- USA (813) 9356410
- USA (813) 9356513 (BBS)
-
- View Point Data Labs
- 625 S. State street,
- Orem, UT 84058
- USA (801) 2293000
- USA (801) 2293000 (FAX)
-
- Micro R&D
- P.O. Box 130,
- 721 "O" Street,
- Loup City, NE 68853
- USA (308) 7451246
-
- Syndesis Corporation
- 235 South Main Street,
- Jefferson, WI 53549
- USA (414) 6745200
- USA (414) 6746363 (FAX)
- syndesis@beta.inc.net
-
- Modern Medium
- 580 West 8th. avenue Eugene,
- OR 97401
- USA (503) 3434281
- USA (503) 3434325
-
- AniGraF/X
- PO Box 1715,
- Jacksonville, OR 97530
- USA (503) 7726525
- USA (503) 8570616
-
- VRS Media
- 7116 SW 47 Street,
- Miami, FL 33155
- USA (305) 6675005
-
- Richard & Esther Shapiro Entertainment Inc.
- 335, North Maple Drive,
- Beverly Hills, California 90210
- USA (512) 3281454
- USA (512) 3281455
-
- Cybergraf Synthiotics
- PO Box 5851, Hanover Center,
- Wilmington, NC 28403-0879
- USA (910) 7625776
-
- Digital Wisdom
- Box 2070, Tappahannock,
- VA 22560
- USA (804) 7580670
- USA (804) 7584512
-
- Allegro New Media
- 387 Passaic Ave
- Fairfield, NJ. 07004
- 201-808-1992
-
- BULLETIN BOARD SYSTEMS:
-
- New Horizons
- Stefano Epifani
- ITA (39) 06-88640190
- ITA (39) 06-8862660
-
- 3000+ Amiga BBS
- William Molducci
- ITA (39) 0544-451764
-
- Digital Pixel
- USA (001) 416-2981487
-
- Studio Amiga BBS
- USA (001) 817-5572111
- USA (001) 817-5572112
-
- Toaster BBS
- USA (001) 616-7912109
-
- The Graphics Alternative
- USA (001) 510-5242780
-
- The Intersection BBS
- USA (001) 410-7425452
-
- Lightwaved BBS
- USA (001) 510-2280886
-
- Vertech Design's Graphic Connection
- USA (001) 503-5918412
-
- You Can Call Me Ray
- USA (001) 708-358611
-
- Pisquare
- USA (001) 301-7259080
-
- The New Graphics BBS
- USA (001) 908-4690049
-
- GraFX Haus BBS
- USA (001) 805-6831388
-
- HTML HOME PAGES:
-
- Conny Joensson "Conny's Corner"
- http://www.kiruna.se/is/cjo/
-
- Fred Aderhold
- http://www.netrix.net/users/fredster
-
- Ian Smith
- http://www.ncinter.net/~iansmith/
-
- Paul Rance "Paul R's Home Page"
- http://metro.turnpike.net/P/paulr/index.html
-
- Sharky "Shark's Cove"
- http://www.aloha.com:80/~sharky/
-
- Greg Tsadilas "GreG's Electric Dreams"
- http://www.websharx.com:80/~greg/
-
- Mike Comet "Mike's Home Page"
- http://inswww.ins.cwru.edu:8000/php/comet/comet.html
-
- Dan Farmer "Dan Farmer's Home Page"
- http://www.websharx.com:80/~dfarmer/
-
- "HomeWoild"
- http://www.websharx.com/~ttbrown/warpwufg.html
-
- Andrew Denton "The Andrew H Denton Art Site"
- http://www.eunet.ch/People/ahd/select.html
-
- Steven Blackmore "Steven's Synthetic deLights"
- http://www.websharx.com:80/~kinda/mainmenu.html"
-
- Glenn Lewis "Glenn's Graphics Gables"
- http://www.c2.org/~glewis/
-
- ------------------------------------------------------------------------
-
- 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
- Compuserve: 76004,1767
-
- ------------------------------------------------------------------------
-
- 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.eag.unisysgsg.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 basically 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.
-
- ------------------------------------------------------------------------
-
- 10] How do I make "wireframe" objects?
-
- There are at least two methods to simulate wireframe objects
- using Imagine (version 2.9 or higher), the first is memory expensive,
- it uses the Latticize function, the second uses new Death Star textures
- family (again, only 2.9 or higher):
-
- - Use the Latticize function and enter a value of about -0.05 in
- the requester. This will turn your entire object into a wire-
- frame, made up form narrow tubes. If You just want part of the
- object wireframed, then select the edges You want in Pick Edges
- mode and perform the Lattice from there. This adds a lot of extra
- polygons though, a sample primitive sphere (24x12 sections) needs
- 14,608 bytes before, 92,224 bytes after the Latticize function.
-
- Here's another way for creating the wireframe with square or
- rectangular wireframe openings:
-
- - Set the objects filter values to 255, 255, 255. Apply one of the
- Death Star family of textures to the object. Set the Bevel Filter
- value to 0 (zero). What you get is the bevel portion of the
- texture showing only. Voila! "Wireframe". Of course, You may or
- may not want to adjust the bevel width and the bevel slope.
-
- ------------------------------------------------------------------------
-
- 11] How can I create seashells (By Gabriele Scibilia)?
-
- The following 10 steps show how obtain a scallop sea-shell (or
- something similar to it!):
-
- - Add axis
- - Add lines like this (use front view):
-
- z
- __ ... | ... __
- .__| |__| +---x |__| |__.
-
- -130 .... 0 .... 130
-
- - Invoke the extrude req:
- to length 200
- scale x 0.5
- sections 10
- - Add a primitive tube: radius 120
- - Scale down the tube: 70% only y (shift-y)
- - Adjust the tube position to cut the extruded shape like this:
- _________
- / \
- /\ /\ top view
- /__\_______/__\
-
- | |
- cutted cutted
-
- - Select extruded shape then tube and slice them
- - Delete resulting objs except the 2 'planes'
- ('planes' should be part.2 and part.3):
- _________
- part.2 /---------\
-
- and this top view
- _________
- / \
- part.3 / \
- \_ _/
- ---------
-
- - Select first part.2 and then part.3, join them
- - Invoke mold req and conform to sphere:
- sphere radius 100
- object radius 320
-
- ------------------------------------------------------------------------
-
- 12] May I use more than four textures in Imagine v2.0?
-
- Yes and no, to use more than four textures using Imagine v2.0
- You can use 'Add axis' function, define texture/s (the axis one/s) with
- 'Apply to children' gadget on. Now You can group the axis to the object
- to avoid four textures limit, just one note: this little tip has some
- side effects with layered textures, just try it.
-
- ------------------------------------------------------------------------
-
- 13] How do I make realistic clouds?
-
- There was several way to simulate 2d "non-realistic" clouds
- to use as background, You can:
-
- a. map some digitized pictures on a plane or a semisphere
- (or use a so called scenery generator and/or a mandelbrot
- generator utility like FractInt);
- b. use a mix of textures like filter noize and color noize
- (i.e filnoiz2, colrnoiz2, Imagine v2.9+) on two planes,
- the nearest to camera with white shades, the second with
- gray ones (isnt it overcast?).
-
- How about realistic 3d clouds? I can advise You to map (with
- flat color map and flat filter map) or to use textures (the ones above)
- on many planes or shapes one behind the other, it can be a little tip.
-
-
- Tips by Mike McCool:
-
- This may be a long shot, as I've only tried this technique for a
- cloud cover. That is, a blanket of clouds over a landscape I'm looking
- down on from only a couple of miles up--not from outer space.
-
- For this effect, I use a plane, and two Essence Textures. But I
- see no reason why it might not work using a sphere, slightly larger than
- the diameter of your planet, to simulate an atmosphere.
-
- (This idea for a cloudcover was first posted, BTW, back in Oct
- of 1994, and I hope the generous fellow who shared it with us will
- forgive my deleting his name from the end of his post. Who cares about
- the author, right? Just use him, suck him dry, and discard him, like
- TopGun Vampire).
-
-
- Make your slightly larger sphere, make it a cloudy color, near
- white on all the color guns, and with transparency values all at about
- 40.
-
-
- Apply the CLUSTERBUMP texture:
-
- clump scale: 5000
- cluster scale: 3.3676
- clump coverage: 1
- edge color fade: 0.6
- clump bump: 0.3
- cluster bump: 0.6
- cluster red: 200
- cluster green: 200
- cluster blue: 200
-
- all other settings at 0, to make a nice puffy cloudcover.
-
- To tear holes in this layer, so your planet's visible through
- the clouds, apply the BLOBF texture:
-
- initial scale: 120
- #of scales: 4
- scale ratio: 0.4
- amplitude ratio: 0.4
- time ratio: 0.4
- time: 0
- T1 start: 0.2
- T1 end: 0.4
- T2 start: 0.8
- T2 end: 0.96
- Filter red: 255
- Filter green: 255
- Filter blue: 255
-
- Raytrace (sorry) and shadows should be on, and the textures are
- animatable, for a nice kind of cyclonic disturbance effect.
-
- This is all in my head for anything but planes over flat ground;
- I haven't tried it for spheres.
-
- Again, thanks to that author who first posted this idea back in
- October. I've used it with great fun ever since, and can't wait to try
- it on a planetary scale.
-
- ------------------------------------------------------------------------
-
- 14] How do I create visible light beams?
-
- Here it is an extract from a discussion between Charles
- Blaquiere and P.Sauvageau:
-
- PS> I have find that the best way to make visible light is to use
- PS> conical shaped bright objects. I use linear texture to augment
- PS> transparency along the y axis, so the cone is semi-transparent
- PS> (160-160-160) at the source and full transparent (255) at the end.
-
- CB> In addition, you could use the Ghost or Fakely textures; they
- CB> would give you more control over the transparency falloff. This is
- CB> off the top of my head, BTW; I haven't actually tried it to see if
- CB> it gives better/worse results than plain ole fog.
-
- PS> One thing that I have done is to use FilterNoize applied on a
- PS> parent axis, with "Apply to children". When I rotate the light
- PS> cone, I do not move the parent axis. This way, you will see the
- PS> light beem moving in an immobile cloud of irregular smoke or fog.
- PS> One of the problem I encoutered is that Filter Noise seem to
- PS> override the linear transparency setting, so the beem do not appear
- PS> to vanish as it come farther from the light source.
-
- PS> A conical lightsource is cast in the Y axis direction and the
- PS> linear texture extend in the Z direction, so you will have to rotate
- PS> the texture axis to have it's Z pointing in the same direction as
- PS> the light source Y axis. The transition lenght of the texture must
- PS> be a little shorter than the lenght of the object or the edge of the
- PS> cone will be visible. Make the cone object transparency to 150, and
- PS> the texture 255. Make the cone object bright.
-
- PS> A very interesting effect can be made with this kind of light
- PS> beem in an animation: I wanted the light beem to appear to be casted
- PS> through smoke or fog. I applied a pastella texture on the cone to
- PS> make it appear to be more irregular, but when the light move, the
- PS> effect look verry artificial. So I added a parent axis to the light.
- PS> This axis have the pastella texture with "apply to children"
- PS> property. To animate the light beam, I moved it in the cycle editor,
- PS> while keeping the parent axis untouched. When animated, the light
- PS> beem seem to move in an immobile cloud.
-
- ------------------------------------------------------------------------
-
- 15] How can I simulate underwater ambient (By Curcio Nicholas)?
-
- Enter the detail editor and follow these six steps:
-
- 1. Take a sphere and make it a blue color;
- 2. Remove approx. the top 2/3 of the sphere;
- 3. Apply the "crumpled" texture (3.x);
- 4. Apply the "transpar" texture (3.x);
- 5. Add an axis, and make it white light source;
- 6. Place the axis above the piece of sphere and group them.
-
- Enter the stage editor, place this object high above Your scene;
- the light coming through the crumpled spots makes a great underwater
- effect.
-
- ------------------------------------------------------------------------
-
- 16] Does anyone have suggestions for emulating soft shadows?
-
- Again, there are many working methods to simulate soft shadows
- using Imagine, try these:
-
- - Place two lights in the exact same location. One will have the
- normal intensity that You want to illuminate Your scene & cast
- shadows. The 2nd light is less intense and doesn't cast shadows.
-
- - Create a ring of about 10 lights each at 10 percent intensity in
- a ring. These will create soft shadows as if from 1 100%
- intensity light source. It does slow down rendering a little to
- have that many more light sources to have to calculate.
-
-
- - Simulate soft shadows by using a bunch of lights closely placed on
- a plane (not a plane object, just a mathmatical plane)
- perpendicular to the stuff You want rendered. You may get some
- banding doing this, but with enough tweeking, the results are
- pretty good. Note: The total amount of light coming out of this
- light-pack should add up to no more than 255 in any one color if
- You're using non-diminishing light sources. For example, if You
- are using 10 light sources and you want a white light, set all the
- color params to 25.5. It's easiest to build all the lights by
- using axes in the detail editor and them group them (don't forget
- to make them all shadow casting).
-
-
- Tips by Martin Keitel:
-
- There is a trick that might work at least for rather simple
- objects (like spheres). Add the fakely-texture on your object so that
- it affects the filter. Adjust the parameters so that the object is
- fully transparent in the edges (255, 255, 255) and just a little in the
- middle (or not at all, if you want a dark shadow). Remove all the other
- textures to speed up rendering. Render in ray trace and you get a soft
- shadow. Oops! The object seems a little fuzzy. No problem. Now
- render the scene again so that there is only the object (or objects)
- that was changed. This time use the original object with it's proper
- textures. It will replace the fuzzy object, but the soft shadow will
- remain. It might be convinient to use layers in this...
-
- Oh, I forgot to mention that when you render the scene again
- with only the shadow casting object, you must of course use the previous
- picture as backdrop image. Maybe you figured out this yourself. One
- more thing: Fakely-texture uses the angle between the object's surface
- and the viewpoint to determine the effect. So it really works fine for
- soft shadows only on round objects. Is there a texture that changes
- filter simply according to the distance from the object's axis? Ghost
- won't do, because it needs a fog object, and fog objects don't cast
- shadows.
-
- ------------------------------------------------------------------------
-
- 17] Can I create 2d/3d smoke effects? How?
-
- Tips by Andrew Andrew McDonald:
-
- I've just been playing with the Nebular texture to create a
- little animated smoke. Works great, and I just thought some of You with
- 3.0 might make some use of this info.
-
- Remember to render fog objects in front of a background object,
- and that this texture will apply to the area bounded by the texture
- axis, not the entire object. Scale the texture axis to affect the shape
- of the fog.
-
- General Notes:
-
- Noise 1 seems to affect the quality of the swirls. Higher
- numbers adjust the thickness and reduce the transparency. Noise 2
- affects color transitions, color intensity of nebular color as set in
- texture requester, and color mixture, or grain. Grain appears as a
- very pointillated surface, as if there are thousands of dots of color
- rather than a smooth gradation or defined boundaries between object and
- nebula colors. Higher numbers of Noise 2 intensify the nebular color
- and increase grain.
-
- Fog length and the 'T' value work together to determine amount
- and density of the fog appearing on the object. For stills I would set
- the 'T' value between .6 and .8, object fog length at .1, and adjust
- the 'Fog Length at T' to get the right density of fog. I would use the
- 'T' value combined with some of the noise values to create a fluctuating
- fog, or even to morph from a dense fog to one very nearly dissipated.
-
-
- A nice, swirly smoke might use the following attributes in the
- nebular texture requester. I used these on a sphere primitive with
- diameter of 300, so use that number as a reference to fog length.
-
- Object color: R:150 G:150 B:175
-
- Object Fog length: .1
-
- Nebular attributes:
- Fog Length at T:500
- T:.8
- Noise 1 Magnitude:5.0
- Noise 1 Velocity:1.0
- Noise 2 Magnitude:.2
- Noise 2 Velocity:10.0
- R:150 G:100 B:225
-
- The texture axis forms a square completely inside the sphere
- object, whose corners touch the inside surface of the sphere.
-
- Tutorial by Massimiliano Marras:
-
- - Detail editor
- - Add primitives: sphere
- - Attributes: color 255,255,255 fog 140
- clrnoiz texture:
- color 140,140,140 r,g,b,color vary 0
- - Particles: cube
- random align
- interpolated
- dimension 150 units
- - Save obj
-
-
- - Action editor:
- - Add particle effect to loaded sphere
- (to all anim frames)
- emission
- travel dista 200 units
- scaling 1
- time to terminal h 2
- elasticity 50
- time to terminal z TOT/2
- velocity .5
- min angle x -5
- max angle x 5
- wind velocity 5
- wind angle 33
- wind start TOT*(-1)
- wind stop TOT
- emission 95%
- SET ALL OTHER VALUES TO 0
-
- TOT = number of tot frames
-
- ------------------------------------------------------------------------
-
- 18] How bones work (By Lesk and Mark Decker)?
-
- Tutorial by Lesk:
-
- - Detail editor:
- - Add primitives: tube
- Radius = 30
- Height = 300
- Circolar sections = 12
- Vertical sections = 3
- close both bottom and top
-
- Looking the front view You should have a similar shape:
-
- ......
- |||||| top section
- ......
- |||||| mid section
- ......
- |||||| base section
- ......
-
- Note that when we refer to a section that means the points
- above and below are selected. For example, the top section is:
-
- ......
- ||||||
- ......
-
- The last row of points is used twice, once for top section and
- once for mid one.
-
- - Select tube
- - Mode, pick faces
- - Pick method, drag box
- - Shift select top section (points above and below)
- - Functions, make subgroup, tip1
- - Deselect faces
- - Shift select mid (all pts above and below mid faces)
- - Functions, make subgroup mid1
- - Deselect faces
- - Shift select base section
- - Functions, make subgroup base1
- - Deselect faces
- - Shift select top and mid section
- - Functions, make subgroup midall
- - Deselect faces
- - Shift select top, mid, and base
- - Functions, make subgroup baseall
- - Deselect faces
-
- If you think about this for a minute it will all make sense
- especially concerning how this thing is going to bend.
-
- - Mode, pick groups
- - Pick method, points
- - Object, add axis
- - Select this axis
- - Move axis to center of tip1 (top section)
- - Deselect axis
- - Object, add axis
- - Select axis
- - Move axis to center of mid1 (mid section)
- - Deselect axis
- - Object, add axis
- - Select axis
- - Move axis to center of base1 (mid section)
- - Deselect axis
-
- Now comes the tricky part the order here is very important and
- You may have to try this a few times until it works just right.
- Use the find requester and choose the axis in the base section,
- doing it this way should make the order correct.
-
- - Mode, pick object
- - Select axis for object
- - Shift select axis in base1
- - States, group
- - Deselect
- - Select axis in base1
- - Shift select axis in mid1
- - States, group
- - Deselect
- - Select axis in mid1
- - Shift select axis in tip1
- - States, group
- - Deselect
-
- What You have done here is simply grouped your axis. You now
- want to make certain that these axis are in the proper order so that
- when You bend say Your finger, they move just like Your finger would
- top to bottom. If they are out of order it will still work but it would
- look like some double jointed contortionist...
-
- Go back to group mode and check this out, and make very certain
- that the order is right. Click on the tip axis and it should be the only
- one blue. Deselect it and click on the axis in the mid section, both it
- and tip axis should be highlighted. Deselect them and click on the axis
- in base1 and all three axis should turn blue. Now the hard part: go back
- to pick object mode and then click on the object axis, it should be blue
- with a yellow line connecting it to the base1 axis.
- If none of the above is correct all progress is at a halt, go
- back, remove all the groups and try it again this order is important!
-
- So either clear it all out and start the project over or go back
- to group mode, select an axis and ungroup, repeating until everthing is
- ungrouped. Make sure there are no groupings at all! Then go back to
- object mode pick and sadly start again. You will get this, it just takes
- a little practice. Also this is not a replacement for the manual read
- through it so You have the concepts, believe me it will really help.
-
- Now having that done correctly we can move on make sure nothing
- is selected and go back to pick group mode.
-
- - Select axis in tip1
- - States, bones subgroups
- bigsub: browse tip1
- smallsub: browse tip1
- - Select axis in mid1
- - States, bones subgroups
- bigsub: browse midall
- smallsub: browse mid1
- - Select axis in base1
- - States, bones subgroups
- bigsub: browse baseall
- smallsub: browse base1
- - Save entire object/group now
-
- If you think about this it really makes sense what has happened
- at this point.
-
- - States, create default state
- - Select buttons shape and grouping
- - States, create start state
- - Deselect all
- - Select axis tip1 and rotate in the x 30 degrees
- - Select entire object
- - States, bones update
- - States, create bendtip1
- - Select axis in tip1 and rotate another 30 degrees in x
- - Deselect all
- - Select axis in mid1 and rotate it in x 30 degrees
- - Select entire object
- - States, bones update
- - States, states create midbend
- - Deselect all
- - Select axis in tip and rotate 30 degrees in x
- - Select axis in mid and rotate 30 degrees in x
- - Select axis in base and rotate 30 degrees in x
- - Select entire object
- - States, bones update
- - States, create basebend
- - Save entire group again
- - States, make stateanim
- start
- 15
- bendtip
- 15
- midbend
- 15
- basebend
- 15
- start
- 0
- - States, play stateanim
-
- I sure hope this works for You and if You find any errors or
- things that just don't work feel free to let me know.
-
- Tips by Mark Decker:
-
- I learned a few things that might help somebody else along:
-
-
- 1. Once you are in Pick Objects, pick first the parent axis, then
- the child axis. In Lesk's tube example, if the axes are numbered from
- top to bottom, first pick axis number two, then hold down shift and pick
- axis number one and group. Next pick axis number three, then hold down
- shift and pick axis number 2, and so on down selecting the object itself
- followed by the "root" bone and grouping them last. When I first tried
- this I was using the bounding box to pick both axes at once, and I think
- it may have been picking them in the wrong order.
-
- 2. It helps immensely to move any axes out of the way (shift M
- moves the axis of an object but leaves the object in place) so that they
- do not overlap while grouping. Once the grouping is correct, you can
- move the axis back into place without affecting the grouping.
-
- 3. Subgroup assignment is probably the trickiest procedure and was
- at the start the hardest part for me to grasp. It has not been well
- explained to date, but I'll see if I can help without muddying the
- waters any further. Each axis gets two subgroups assigned to it,
- helpfully referred to as "Big" and "Small". To the best of my
- understanding, the Big subgroup is the set of all faces which will be
- affected by motion of the axis. If a face is not in the Big subgroup,
- its never going to change no matter what that particular axis does. The
- Small subgroup is a subset of the Big subgroup, which means it can only
- contain faces which are also in the Big subgroup, but usually won't
- contain all of them. The Small subgroup moves and rotates with the
- axis, but all of its faces keep their shape and orientation with respect
- to each other.
- So if the faces outside the Big subgroup don't change, and the
- faces inside the Small subgroup don't change shape, all that's left is
- the faces which _ARE_ in the Big subgroup, but _ARE NOT_ in the Small
- subgroup. These faces form the actual joint, and actually stretch and
- deform to keep the other two sets (the outside and the Small subgroup)
- smoothly connected.
- Maybe an example will help. Think of a robotoid arm with no
- fingers, no wrist. It has two parts, a forearm and an upper arm, and
- hence two bones (axes). The parent axis (bone) sits at the center of the
- shoulder, with its Z axis pointing at the elbow. The child axis sits at
- the center of the elbow, with its Z axis pointing at what in a more
- highly evolved robotoid would be the hand.
- You need two subgroups for each bone. Lets start with the
- forearm. The Big subgroup for the forearm will include all of the
- forearm and just a little of the upper arm above the elbow, enough to
- allow the joint to stretch to maintain a smooth connection. The Small
- subgroup will contain most of the forearm, up to just below the elbow.
- The faces around the elbow which are in the Big subgroup but are not in
- the Small subgroup will be the ones which stretch and deform to allow
- the joint to connect smoothly.
- On the upper arm, the Big subgroup will contain all of the
- forearm, all of the upper arm, and a little of the shoulder it is
- attached to. The Small subgroup contains all of the forearm, and most
- of the upper arm up to just below the shoulder. Again, it is the faces
- between these two where all of the deformation takes place.
-
- 4. Once your grouping is all set up, go back to Pick Groups and
- pick the actual object which is the parent of all these bones. All the
- axes should be turn blue (in the default color scheme) to indicate that
- they have been picked as well. Then create your "DEFAULT" state, being
- sure to select both Shape and Groups. You may need to select properties
- as well if you want to do brush or texture tacking, but I'm still having
- problems with this myself, so I'm not sure.
-
- 5. In order to manipulate the bones, you need to be in Pick Groups
- mode. You have to pick the axis you want to manipulate, rotate (or move)
- it, and accept the change. To see the result you have to pick the base
- object again (still in Group mode) and select Update Bones and it will
- then warp your object to conform to the new bone positions.
-
- This has gotten a lot more long winded than I intended, but I hope it
- helps clarify a few things for someone.
-
- ------------------------------------------------------------------------
-
- 19] Halo around light sources.
-
- There are several ways of doing this. The first method works
- under version 2.0 and 3.0, it takes the most work, but looks terrific if
- done correctly. The second method works under 2.0 and 3.0, and is
- easier, 3.0's version looks better due to the textures involved. The
- third method use Lens Flare and works only under 3.0.
-
- You can refer to an easy example, a simple lightbulb. Think 2D
- for a bit, remember that the visible lightsource described is the type
- You'd see on film. What's a light look like? Well, there's a central
- disk of light that seems to be a constant brightness, the bulb itself.
- As You go further outward a secondary disk of light surrounds the
- central disk: this is the first halo, it is roughly twice twice the size
- of the central disk. It fades out rather quicky, it's, essentially, the
- part of the light that "burns" the film. Go further outward. There's a
- second halo, it's very dim and eventually fades out. This halo varies
- in size, but can usually be set to eight times the size of the
- original disk. This is the halo that is create when the light is
- dispersed by atmospheric conditions. So with that in mind:
-
- Radial texture method:
-
- - Create a disk using Imagine's standard disk parameters.
- - Copy the disk and scale the new one by a factor of two.
- - Copy the larger disk and scale the new one by a factor of
- four. You should now have three disks of varying size.
- - Position the disks so that the smallest is in front of the
- middlesized. The middlesized is in front of the largest.
-
- - Make the smallest disk Bright with a Color of 255, 255, 255.
- Also, make it a lightsource.
-
- - Apply Radial textures to the middlesized and largest disks.
-
- - The middlesized disk should be Bright and have a Color of
- 150, 150, 255. The Radial texture should be set so that the
- disk's transparency is set to 0, 0, 0 at the center. Create a
- transition distance over the radius of the disk so that
- transparency is 255, 255, 255 at the disk's edge. You want the
- disk's color to fade as it moves toward the edge of the disk.
-
- - The larger disk should be Bright and have a Color of
- 255, 255, 255 and a Transparency of 170, 170, 170. Set the
- Radial texture so that the color fades to total transparency
- (255, 255, 255) at the disk's edge.
-
- - Transform the smallest disk's axis ONLY. Bring up the
- Transformation Requester, Rotate the Z axis 180 degree. Select
- the Transform Axis Only button and Perform. The disk's Y axis
- should be pointing exactly opposite the other disks' Y axis.
-
- - Group the three disks together using the smallest disk as the
- Parent.
-
- This is a basic "Light w/halo" object. When rendering it be sure
- to always point the Y axis at the camera. It's easy to do: just Align
- Y axis to Track to Object Camera. Render that, and see what You get. In
- this example the smallest disk acts like the bright lightbulb, the
- second disk acts like the film burn area, and the third disk acts like
- the atmospheric dispersion area. The object, being 2D, has some
- limitations.
-
- A primary limitation is that this object only works well in
- Scanline situations, this is because in Trace Mode the two larger
- Radial mapped spheres block the smaller disk's light travelling
- backwards. To work around it create an axis, make it a Lightsource,
- place it behind the larger disk, group it to the smallest disk. It
- isn't infallible, however...
-
- Experiment with values. The Color values given above were for
- a standard high intesity lightsource. Always remember what Your
- lightsource would look like in the real world.
-
-
- Fog method:
-
- - Create a primitive sphere.
- - Make it Bright with the Color values 255, 255, 255.
- - Copy the sphere and scale it slightly larger than the original
- sphere primitive.
- - Make this sphere a Fog object by experimenting with Fog Length
- values. Color it as necessary.
- - For those with Imagine v3.0 assign the Ghost texture to the
- foggy sphere, experiment with values.
-
-
-
- If You're using Imagine 3.0 You can use the Sparkle texture. If
- You've downloaded Milan's textures (BTW, Thanx, Milan!) there is one itx
- in there that is useful, but my memory fails me as to the name. I don't
- have Essence, so I don't know what there might be in there. Hope this
- helps...
-
-
- Lens flare:
-
- You could use the Lens Flare effect that comes with Imagine 3.0,
- just disable the flaring and have only the halo turned on. Easy.
-
- ------------------------------------------------------------------------
-
- 20] Can a reflective object inside a glass tube render properly?
-
- You have discovered one of the famous "behind glass" raytrace
- bugs that have ALWAYS plagued Imagine. You also cannot get a glass
- attribute inside a glass attribute object to render! There is NOTHING
- You can do but try to fake the effect (i.e. wrap a brushmap around Your
- sphere to imitate the sourroundings, maybe a global brushmap would
- work?)
- A possibly solution is to copy Your glass tube and scale it
- slightly smaller or larger so you get a double-walled tube. You have to
- use a global map and an animated chrome spheres going up the tube. They
- all reflected the global map correctly.
- So, what you should do is to make the glass-tube have both an
- inner AND an outer wall (make two tubes, one slightly smaller than the
- other and join them to a single object). Then put Your chrome ball
- inside.
- The secret is that the ray has to travel trough two (2) faces
- with glass-attribute-settings (or any other transparent material for
- that matter).
-
- ------------------------------------------------------------------------
-
- 21] Help with Slice function, By J. Goldman.
-
- Slice is so weird. Here are a few things I've discovered about
- Slicing.
-
- Interestingly, You can Slice anything. You do not have to have
- multiple objects to perform a slice.
- So what? Well, most of the slice problems I've run into arise
- from messed up object geometry. For instance, say You want to use
- boolean functions to create a complex object, *NEVER* Join and Merge
- objects you want to later Slice. It doesn't create sliceable geometry,
- always Slice objects together and then Merge, this usually insures
- good geometry.
-
- To find out whether an object will perform well under a Slice,
- perform Slice on the single object itself, if you get errors the object
- will not Slice well in the future.
- If that single object actually separates into multiple parts it
- means the object didn't have continuous geometry to begin with. Usually
- because of duplicate points. It probably won't slice well in the future.
- Here's an example. Slice a primitive sphere, it should result in
- one sphere.
- Now take two spheres, Join and Merge them and Slice. You'd think
- it would act like a single object. It should Slice to itself. If you do
- not get an error you'll get multiple objects proving that the object
- geometry was bad.
- In any case you must fix the geometry. If your object errors you
- are fairly screwed unless you have a saved copy of the object with good
- geometry (i.e. an object saved before a function messed with its
- geometry).
- If your object splits into multiple objects you must Merge those
- objects to create continuous geometry. Here's where I'm not sure what is
- really true. Can someone confirm this?
- If you Merge an object duplicate points are not erradicated, if
- you Merge an object in Points Mode duplicate points WILL be erradicated.
- Is this true? If so, then to Join Sliced objects you should Merge
- objects AND points.
-
- So, as advice try Slicing each individual object to be sliced.
- Make sure those are okay. If they are, Slice 'em. Merge (or Join and
- Merge) the resulting objects/parts the way you want (deleting
- unneccesary parts), and Slice the new object. If THAT'S okay then the
- next Slice should work.
- I've gotten into the habit of testing the 'Sliceability' of
- every object I will Slice and every object I have Sliced. I rarely run
- into problems.
- The one downside to Slicing everything (as opposed to just
- Joining) is that your poly count goes way up.
- Imagine does need a better Slice/Boolean function...
-
- Of course, if it's an edge to close to an edge problem you could
- just offset one of the objects to be sliced slightly...
-
- Hope some of this helps...
-
- ------------------------------------------------------------------------
-
- 22] Fog object and global fog: undersea fog spotlight.
-
- Tips by Dylan Neill:
-
- I was reading through an old IML archive and saw that someone
- said that fog objects didn't work in global fog. Well I got news for
- you! It does! So I've made a little underwater scene with low rolling
- hills along the ocean floor and a submarine that appears from out of the
- fog. Ok so heres how you make a cool fog spotlight...
-
-
- - Add a primative cone (and leave it OPEN at the bottom for the
- best effect)
- - Press F1 to select it
- - Go into attributes
- - Set the fog length to 50
- - Make it bright
- - Add the ghost texture with these settings:
- 150 fog length at T
- 1 T
- - Hit OK and OK to get back to the detail editor
- - Add an axis
- - Select it with F1
- - Go into the transformation requester
- - Click position and type 100 in the Z box. Then OK
-
- The axis should be sitting on the top of the cone.
-
- - Rotate it -90 degrees around the X axis so that the Y axis
- points down into the cone.
- - Press s and scale the whole axis object by a factor of 1.56
- and press space
- - Press s then l then shift Y to and scale it by a factor of 2.
-
- The Y axis should now reach all the way down the cone.
-
- - Go into attributes
- - Click light
- - Click on point source, round shape, cast shadows
- - Click OK
- - Add the light texture 'softedge' with default settings
- - Click OK to go back to detail editor.
- - Select both the axis and the cone and select group
- - Save it
-
- And now you have a fog spot light to rival those of Lightwave.
- One thing to note though is that you must keep the wide end of the
- object hidden in what ever you're lighting up. eg. if you are pointing
- it at the ground, scale it so that the wide end is underground. You can
- make another one which has a closed bottom but it doesn't look rounded
- like this one. Render two, side by side and find out.
-
-
- Notes by Randy R. Wall:
-
- Well, I can tell you why you think the fog object is working and
- that's because you have the ghost texture added to it, but I can tell
- you if you take this texture off the object it will not render the fog
- thicker for the object. In fact even with the Ghost texture it still
- doesn't look completly correct at the edges. Try using it with a thick
- global fog and you will see what I'm talking about.
-
- It does produce an effect similar to what one would expect, and
- in a light fog would probably work just fine. But I wouldn't go so far
- as to say fog objects do render correctly. Try a fog object with a
- nebula, fogtop or fogpaint textures and you will see that the fog object
- becomes clear in spots.
-
- Anyways, I'm not knocking your fog spotlight. It probably works
- great. It looks familar to something I posted a tutorial on for 2.0 a
- long while back. But modified a bit for 3.0. Not that thats what you
- did. I'm just saying it looks familar, but then many effects do.
-
- But Fog objects by themself still do not make the fog thicker.
-
- But on the other side this can produce a nice shield effect for
- something.
-
- ------------------------------------------------------------------------
-
- 23] Disco ball effect: how simulate some sort of radiosity.
-
- Alan Gordie:
-
- Last night I was trying to do a disco ball effect, you know like
- saturday night fever:)
-
- I made a primitive sphere and scaled and rotated selected points
- to make angular patches on the sphere then made it reflective 90% and
- put it inside of a box (extruded plane) then aimed two lights from 2
- angles. Ok so far, but...
-
- ...when I render, I can see the reflection of the light on the wall in
- the sphere, but the light shining off the sphere is not hitting any of
- the walls...argh
-
- Is this something which Imagine cannot do or am I doing
- something wrong?
-
-
- Curcio Nicholas:
-
- No raytracer (that I know of) can do this. To reflect lights
- you need a radiosity raytracer. These aren't too common and take
- forever to render scenes.
-
- What you could do is make some sort of transparency map (or use
- the transpar.itx texture with something else as I did with the
- underwater lighting) and put a light source inside the disco ball so
- that the light shines out from the ball.
-
-
- Goldman:
-
- Actually, it's something ray-tracers in general can't do.
- Scenes are rendered opposite to convention. That is, a ray is traced
- from the camera to a light, not from the light to the camera.
- Therefore, light reflecting off of objects, bouncing, and in turn
- hitting other objects is not possible.
-
- A technique exists, called Radiosity, that attempts to simulate
- "real-world" lighting effects. Unfortunately, Imagine (as well as the
- majority of commercial software on the market) does not have this
- rendering capability. It's just as well since the process is extremely
- processor intensive (read: takes a loooong amount of time), though the
- results can be stunning..
-
- Since 3D visualization is just a simulation anyway, you can fake
- the effects with several well placed lights or textures.
-
- I suppose you could make an inner sphere with lots of holes in
- it. Stick a point lightsource in this and have the whole thing rotate.
- It wouldn't be the best method (points of light would be sharp), but it
- would do.
-
- Anyone know what would happen if you made a sphere totally
- transparent, but totally reflective? Would a lightsource (with shadows
- enabled) pass through it? Would the object look like glass from the
- outside (because of the high reflectancy) at the same time? If so, then
- take your orignal sphere object, give it 255, 255, 255 filter, and
- 255, 255, 255 reflect values. Hopefully, the inner sphere will act as a
- gobo/cookie thing while the outer sphere gives the impression of the
- disco-ball glass.
-
-
- Craigh:
-
- Sorry, ray tracing doesn't work that way (usually)...You need
- radiosity. The portion of the wall will check to see if lights are
- pointed at it when it is being shaded, but will NOT check to see if
- REFLECTED light is impinging upon it.
-
- One way to do this:
-
- Use Scanline rendering (or ray-tracing, but make sure the new
- lights are outside the disco ball if using ray-tracing). Set up a
- cluster of multi-colored blinking spotlights inside the disco ball that
- rotate with it and point outward.
-
- The original lights will illuminate the disco ball and the new
- lights will illuminate the wall with the spinning/blinking effect seen
- in your favorite disco-theque! This will also allow you to use a nice
- lens flare since the new spinning spot-lights will occasionally point
- directly at the camera!
-
-
- Randy R. Wall:
-
- No Imagine won't bounce light off of objects (yet). But you
- could probably make a good fake for it using a Sphere with the RadWind
- and Transpar textures. And an axis set to a point source light inside
- of the sphere.
-
- I haven't tried this but am sure with some work it would shoot
- little squares all over your walls as you rotate your disco ball. One
- problem I can think of is you may not be able to have the nice
- reflective look that the object you have already tried. But then with
- the correct setting it might be possible. Maybe the metal texture set
- to chrome on the sphere as well might help?
-
- I'm only gueussing with all of this but do believe the Transpar
- texture will be the key to success.
-
-
- Randy R. Wall:
-
- Well, sense I had nothing else to do I thought I'd give a quick
- try at that Disco Ball and see if what I thought would work would.
-
- I think it works pretty nice, but there were a few things I did
- not try sense I wanted to post something for you before I hit the sack.
-
- Anyways, heres what I did for a fairly simple Disco Ball, but
- one that still looks and works nice.
-
- - Add a Sphere
- - Load the Chrome Attribute
- - Add the RadWind texture and set it to:
-
- Radial Scale -1.0 Color 1 R 255.0
- Z Scaling 3.0 Color 1 G 0.0
- Sweep Division 20.0 Color 1 B 0.0
- Fraction 'On' 1.0 Color 2 R 255.0
- Dist Travelled 0.0 Color 2 G 255.0
- Min Spacing 0.4 Color 2 B 255.0
- Max Spacing 0.4 Reflect Adj 1.0
- Transparancy 0.0
-
- The colors can be changed to what you like, but its a good idea
- to have one a darker color so that when the Transpar texure lights the
- walls with the little squares some of them will be darker than others..
- It maybe a good idea if you are going to have a couple of colored lights
- hitting the Disco Ball to use a grey color like 100,100,100 for the dark
- color and 255, 255, 255 for the lighter color.
-
- Anyways on to the rest of the Disco Ball.
-
- - Now Add the Transpar texture and leave it at the defaults
- - Now Add an Axis to the center of the ball and set it to a
- Point Source Light and Cast Shodows.
-
- Now your ready to render it.. If you don't have a lot of things
- to reflect or lots of glass objects you maybe able to speed things up by
- setting the RSDP in prefs to 2. If you do have a lot of things to
- render than set it to what need be. But if you want to test out the
- Disco ball so you can set it up how YOU like it then I would recomend
- putting it in a box with an open end for viewing and set RSDP to 2.
- This should work fine for these test.
-
- The only thing I found I didn't like about it is the squares are
- all the same distance apart, but the dark and light colors help break
- this up a bit as well as having the windows Min & Max Spacing fairly
- large. You could make these smaller to make the Ball look a bit better
- but I didn't like the sqaures on the walls so close together when I did
- this. But then I was testing it in a fairly small box.. I think in a
- larger box it might look quite good. Especially if there were other
- things in the room for the squares to interact with.. Anyways something
- for you to play with..
-
- Well I hope you like the looks of it. I tried the Mosaic
- texture on it and that looked pretty cool too, but not quite right. I
- think these Disc Ball actually have many different shapes on them so the
- produce different shapes on the ground. But the Mosaic texture was a
- bit to much. I was going to try a combination of a couple of texture,
- but thought it would take a while to play around with this and really
- only wanted to see how my suggestion would work sense I was only
- guessing about it. And sense it did work I figured I'll leave the
- playing around with the textures for you..
-
- ------------------------------------------------------------------------
-
- 24] How can I create a candle flame?
-
- Tips by Torgeir Holm:
-
- Take your basic candle-flame ellipsoid shape and add the
- following attributes:
-
- Fog Length: 0.10
-
- Texture: Ghost
-
- Fog length at T: 400
- T: 0.8
-
- Texture: FogTop
-
- Fog length at T: 200
- T: 0.5
- Noise Magnitude: 0
-
- Place the axis so that the origin is in the tip of the flame
- and the bottom of the bounding box is 2/3 towards the bottom of the
- flame. With the Z axis pointing up.
-
- Texture: Fireball
-
- Color1: 255,255,100
- Color2: 200,030,000
- Noise: 0
- Reflect&Filter 1&2: 0
-
- Place the axis so that the origin is in the bottom of the flame
- and the end of the Y axis is in the tip.
-
- BTW: my object was about 60 units wide, and 150 units tall.
-
- You can now add a child axis in the middle of your flame and
- make it a lightsource.
-
- To animate this, make sure the Y axis points upward (do this
- before adding textures, as their placement is relative to the axis), and
- move the the object up along a wavy path with conform to path. Then
- move the path back dovn a mirror copy of itself, so that the flame stays
- in the same position. Makes a really nice and realistic candle-flame.
-
-
- Tips by Mike Rivers:
-
- If you have version 3.0 or higher, here's a free candle tip:
-
- - Make a brushmap with a vertical gadient from the white (top)
- to black (bottom).
- - Then make another brushmap that is solid white. Apply the
- gradient map to the candle as a 'reflectivity' map and appy
- the solid white map as a 'reflection' map. This makes the
- candle stick glow like a real lit candle.
-
- ------------------------------------------------------------------------
-
- 25] What are the differences between Spin and Sweep functions?
- (By Pierfrancesco Parente and Robert Byrne)
-
- Spin uses the Z axis of the object as the pivot point and the
- first and last points should be at the same X coordinates otherwise the
- object will be lop-sided. Sweep, on the other hand uses the first and
- last points of the outline as the pivot.
-
- Z
- . -------
- FRONT VIEW . /
- . /
- . /
- . /
- . /
- X................./...
- . /
- . /
- . /
- . |
- . |
- . |_____
- . |
- .---------
- .
-
- If You Spin this object the top will be closed with its centre
- offset. If You Sweep it the top will be open and symmetrical.
-
- You have to remember:
-
- - BOTH Spin & Sweep use the Z axis as the pivot;
- - Sweep rotates ALL the points of the outline around the pivot;
- - Spin rotates all the points of the outline BUT the first and the
- last ones, which just remain in place.
-
- Spin is useful when trying to build a closed top/bottom lathe
- object (paying care that the first and the last points of the outline
- fall right on the Z axis), since Sweep fails in this. Also Sweep is to
- be used when the outline to be spun is a closed one (e.g. when making a
- torus of a circular outline) since Spin is definitively not recommended
- for this.
-
- SP & SW always rotate the object along the local Z axis of the
- object, so You can obtain different kind of rotations by moving or
- rotating the object's axes only (select "Transform Axes Only" in the
- Transformation Requester or press the Shift button in interactive mode).
-
- ------------------------------------------------------------------------
-
- 26] Modeling strategies: modeling hands, feet, etc...
-
- I've noticed a few questions asking how to model complex shapes
- such as hands, feet, talons etc. I use a variation of the rotoscoping
- technique to model some very complex objects.
-
- The way it is done is to first digitise or draw a 2D version of
- the object You want to model (to model a humanoid I've used a digitised
- version of Leonardo DaVinci's drawing so I'll use that as an example).
- The picture must be a two colour iff (for Amiga users) with the shape
- filled completely. Use the detail editor's Object/Convert Iff/Ilbm menu
- selection, and click on Don't Add Faces (You can let Imagine add faces
- if the object is not too complex, but it's risky).
-
- Extrude the resulting shape to the default values, then create a
- primative plane with as many points as you think You will need for the
- object (for DaVinci's human I used the default 10x10 plane). Scale the
- plane until it's at least twice as big as the object (no need for
- precision), and move it so that the bottom quarter cuts through the
- middle of the extruded object (to minimise problems with Slice). Then
- shift-pick both objects and select Object/Slice from the menu.
-
- Once slice has done its stuff You'll be left with all the objects
- grouped together. Switch to Pick Object mode and pick and delete all
- the objects except the cutout shape. Extrude the cutout to the default
- values, except with 3-6 rows depending on how complicated Your object
- need be (I used 4 for DaVinci's human). Go to Pick Points and Drag Box
- mode and shift-pick the top layer of points, scale them to make a
- rounded profile, and do the same for the back.
-
- Shift-Move the axis to the neck and use Pinch, Shift-Move the
- axis to just below the chest and use Taper.
-
- Switch to Pick Faces mode and go the bottom of the legs.
- Shift-Pick the lowest faces at the front of the legs (use Fracture if
- You need more points), extrude to form feet, and voila - a (very rough)
- bones-ready human.
-
- I already have a few heads, hand and feet (made the same way)
- ready to splice onto any human I make, and I find it handy to keep this
- rough shape in my objects collection. With a bit of detailing it can be
- made into a variety of different people.
-
- ------------------------------------------------------------------------
-
- 27] How can I create neon lights?
-
- Tutorial by Mike McCool:
-
- Using a path, created in the shape of the desired neon, I
- extruded a disk (align Y to path, and the more sections, the smoother
- the tube will look -- but the longer it'll take to render).
-
- Next, I extruded a second disk, smaller than the first, but
- along the same path. What You want is a tube within a tube.
-
- Invoke attributes on this second, inner tube, and make it the
- desired color of your neon. Also, make it a Bright object.
-
- Invoke attrib's on the first, outer tube, and leave it the
- default color, all white, and in Fog Length, type in 100. You want it
- a fog object. The fog tube gives the neon its 'glow.'
-
- Delete the path, and group these objects, and You've got Your
- neon tube.
-
- Here's where the fun begins, and the appearance of Your tube
- will depend on how You plan to use it. For that NeonCool pic, ala
- Aminet, I made all the inner tubes, the colored ones, lightsources.
- This works fine for neon floating in black space -- but if You want it
- to actually illuminate something, or have it sit in front of a wall, or
- a backdrop picture, you have to be more subtle with your lighting.
- Otherwise, You'll be completely washed out with colored light, and the
- effect of the neon tube will be lost.
-
- I uploaded another pic to aminet; I think it's in pix/trace, and
- it's called LouvreAtHome, in which my 'cool' neon letters are mounted on
- the back wall of a room. To get the right effect of glowing tubes, I
- found it best to have only a couple of the letters of the 'cool' sign
- actual lightsources (I picked the o's, for symmetry). I added an axis
- to the original 'o' object, made it a Lightsource, with a color to match
- the color of the desired neon.
-
- You've played with lightsources already, so you know it takes
- some tweaking to get the desired effect. You don't want the neon to
- wash out the entire scene, so experiment with the Lightsource options
- (Control Falloff, Diminish Intensity) to get the look you want.
-
- Please note that I do NOT deserve credit for this method. My
- tutorial is based on a compilation of advice from several Imaginoids.
- I'd list their names, but that portion of my brain that retains relevant
- memories was accidentally drained during a routine flush operation.
-
-
- Tutorial by Granberg Tom:
-
- Make Your Object, make it bright, put the fakely texture on it,
- adjust the colors to Your liking. Bright color in the center and a
- darker one at the edges.
-
- If You use tubes (disk) object as Your base for extrude's, it
- will not make any difference to where your camera is placed, due to the
- fakely texture it will make the vectors facing the camera brighter than
- the others (vector normals). Now go to the Action editor and add the
- haze global effect, type in the same values You've put in for the side
- color in the fakely texture. This way You get a good neon effect even
- in scanline.
-
- ------------------------------------------------------------------------
-
- 28] How can I get a checkered plane with checks of different textures?
-
- Two planes are used to create the effect.
-
- The plane on top has it's object attribute filters values set
- to 255, 255, 255; it has the CHECKS2 texture applied to it also. You
- may apply the first texture to be used on the checker board.
-
- The plane on the bottom, positioned 0.5 units below the top
- one has the second texture You'd like to use, the CHECKS2 texture isn't
- needed: the filtering of the first plane allows the second plane to show
- through were the CHECKS2 does not apply its color values.
-
- You can also let the top plane filter values 0, 0, 0 but change
- these in CHECKS2 parameters.
-
- ------------------------------------------------------------------------
-
- 29] How can I simulate the effect of a bright light reflecting off
- thousands of tiny particles suspended in air?
-
- A lot of You have been talking about using a fog object to
- simulate the effect of a bright light reflecting off thousands of tiny
- particles suspended in air (well thats what it is). Here is a sort of
- short thing You can try to further the effect:
-
- - Add a cone.
- - Make it white and bright.
- - Add the textures FILTNOIZ and MNTTOP.
- - Add the MNTTOP texture, align the Z axis so its running down
- in the direction of the light. Adjust the length of the Z
- axis so the axis reaches all the way to the end of the cone.
- Make the texture color white, the filter 255, 255, 255 and
- reflect 0, 0, 0.
-
- Now comes the fun part: the noise settings can be anything,
- anyway use numbers that are relativly low, i.e. magnitude .5 and
- velocity 1.0.
-
- The filter noise is really just an addition to help make the
- texture appear blochy. Why? Because "the distribution of particles in
- an area is not perfect throughout the entire area but rather, more
- highly 'active' in some, although the average of the area is generally
- the same as other areas", anyway, add the texture and make the Z axis
- align with the cone (like the previous texture). Then make the "size"
- larger in the Z direction than in any other. Finally make the amount of
- noise high to cut up the spheres.
-
- The effect should fade with distance and have the little
- bloches. The MNTTOP texture should go second not first in the list.
-
- Well, you could always add an empty axis as the parent of Your
- object and apply the textures to this parent axis. Make sure the "Apply
- to children" button is activated in all textures and You have a group
- where the actual beam of light is free to move but the textures will
- stay fixed in space. Now You can animate Your object through states
- without touching the parent and the textures will follow world coords,
- producing the spotlight-in-smoky-room effect You want.
-
- Any fog textures that need to go on the object itself (such as
- Fog Top, or Ghost) don't need to be mapped to the parent. These could
- go directly on the cone, since they don't deal with the noise effect,
- but rather with the fog length of the object. Adding the nebula texture
- to the parent might look good though.
-
- ------------------------------------------------------------------------
-
- 30] I still have questions about the bones feature, let's say I had
- a "can" object of coke and I want to make it dance.
-
- Tutorial by Rick Valleyview:
-
- I have plans for writing a tutorial to make an animated figure
- (bones, constraints, edge fill, etc), all that's needed is time.
-
- For now I'll assume You know the basics of bones.
-
- Let's make a can with 3 sections. To make bones work decent You
- should at least have 1 or 2 sections in between Your bone sections (the
- more sections, the smoother the bends). So we'll make a can with 7
- vertical sections.
-
- Put an axis at the bottom of section 1 (the bottom one), section
- 4, and section 7 (top). In the attribute requester name them bot, mid,
- and top.
-
- Enter Pick Group mode. Click on mid, then top: Group them.
- Click on bot, then multiclick mid. Group them. Click on the can axis
- (which now becomes the parent), then multiclick bot. Group them.
-
- Make this Your "DEFAULT" state.
-
- Pick Face mode. Multipick the top row of points (faces of top
- of can). Make this Your Small Bone Subgroup for the "top" axis.
- Multipick the top 3 sections of the can. These are Your Big Bone
- Subgroup for "top". Multipick the top 4 sections of the can. Make
- these Your Small Bone Subgroup for "mid". Multipick the top 6 sections
- of the can. Big Bone Subgroup for "mid". Multipick all sections of the
- can and make Your Small Bone Subgroup for "bot". We'll also use all
- sections for Big Bone Subgroup for "bot". This allows us to deform the
- whole can without moving the "bot" axis.
-
- There are two ways to twist our can.
-
- Direct method:
-
- Pick Group mode. Pick "top" or "mid" and rotate them around Z.
- Click on can axis. Click on "Update Bones" menu item. We can also
- rotate around X or Y to bend the can over. Try it.
-
- Set "State" to "DEFAULT".
-
- Inverse method:
-
- Pick Object mode. Pick can axis. "Freeze" all world axis.
- Pick "Constrain" menu item. Pick "top" axis. Rotate and see all 3 axis
- rotate differant amounts. Pick Group mode. Pick can axis and "Update
- Bones". Again You can also move, which affects all the bones to bend
- the can.
-
- ------------------------------------------------------------------------
-
- 31] Constrain, freeze, release: inverse kinematics.
-
- Let's first look at bones. Bones objects are like a family, You
- start with a parent, then have children, grandchildren, etc.. Any bones
- object can have any number of children but will have only one parent.
-
- There are two ways to manipulate bones objects, directly (there
- probably is a better word) or inversely.
-
- When You move an object directly, You're moving from a parent's
- point of view. Any manipulation to You affects all of Your children,
- grandchildren, etc.. In Imagine You do this by picking in "Pick Group"
- mode any bones axis and manipulating it. This will also move, rotate,
- etc.. any bones objects that are down the family tree from it.
-
- When You work inversely (Inverse Kinematics) You are working
- from the child point of view and affecting all of the way up the family
- tree. In Imagine You do this by clicking on the "Constrain" menu item.
-
- For example, take a human-like object.
-
- In direct mode click on the thigh "bone". Rotate it and the
- shin bone and foot bone move with it.
- In inverse or constrain mode click on the foot bone. Rotate it
- and all of the other bones in the body move. This is because You are
- affecting up the family tree, and parents always affect down the tree to
- the other children.
-
- This is where "freeze" comes in.
-
- First click on the hips bone ?:) and click on "freeze" menu
- item. Check all of the axis in world. This freezes the hips from
- moving. Now go back, click on "constrain", move the foot bone. The
- shin bone and thigh bone move with the foot bone but nothing else. You
- can also use "freeze" to only limit movement to certain axis. In the
- above example You could keep the shin bone to move only as a knee would
- bend. Some programs even allow You to limit movement in an axis to a
- certain number of degrees or range of movement.
-
- As it seems to me, direct mode is useful to pose a figure or
- object in an unusual pose or where placement is more on looks then on
- exactness. Inverse mode is useful to position a piece of an object in a
- certain place.
-
- For example, use direct mode to position a cheerleader's arms.
- Use inverse mode to place a person's foot up on a step.
-
- Make sure You watch what mode You are in! Direct mode use Pick
- Group mode and inverse mode uses Pick Object mode.
-
- ------------------------------------------------------------------------
-
- 32] Inverse kinematics: getting started, By Randy R. Wall.
-
- Well I am pretty new to the Kinematics in Imagine but I'll get
- You started so that You can experiment. First make three axis making
- one and then copy it and paste it down twice. Now pick Axis.1 and then
- set it's Z position to 50 (using the Transformation requester). Now
- set Axis.2 Z position to 100. Select the bottom Axis and the Axis.1
- just above it by using the Shift key as You select it. Group them
- together and then click anywhere on the screen to unselect these Axis.
- Select the middle Axis.1 and the top Axis.2 and group them together. Ok
- this is a basic bone structure or group, if You select the bottom Axis
- while in Pick Groups mode all of the axis will be selected. So with
- this I can explain to You SOME simple kinematics... at least enough to
- get You started.
-
- Go into Pick Objects mode (Kinematics will only work in this
- mode). Select the bottom Axis and and then select Freeze: in the Freeze
- menu set Rotation World X, Y and Z on. Set Constrain and select the top
- Axis.2 of the group and press M. If You are in the quad view (all four
- views showing) You can go in the top view and rotate Your pointer around
- the Axis. You will see that all the axis follow the pointer as You move
- it but the bottom one stays stationary and does not rotate with the
- others. If we unset the Rotation World X, Y and Z it would follow along
- with the other axis. If we wanted to limit this group more we could do
- the following.
-
- Set ALL axis so Rotation World Y and Z are set, un-set the
- bottom Axis's Rotations. Select the top axis and try rotating the
- pointer around the axis in the top view, as You can see the axis now
- only move along the Y axis or should I say will only rotate on the X
- axis. As we have limited its movement by only letting it rotate on X.
- Hit the spacebar, undo this and select the Right View Bar.
-
- Now we can make the axis move in a more controllable means.
- Select the top axis again, press R and then X and move the pointer to
- the right slowly till the axis angle is at 45 degrees. Imagine will
- tell You this at the top right corner of the menu bar. The top axis
- will rotate on its X axis. Press M and move the pointer to the left and
- slightly down. As You can see the top axis keeps its alignment of X and
- all the other bones or axis bend to make it look like a finger bending.
- This may cause a problem if You move to far but You can either try
- moving it back and try again or hit the spacebar, select the middle axis
- and press R then X to rotate the middle axis into the correct position.
-
- If You wanted to stop the bottom axis from causing this problem
- You could Freeze its World Tranlations and then move or rotate the top
- axis to the position or alignment You want and, un-set the bottom axis
- Translations and Rotate its axis on X to rotate the whole group. Or to
- do a similar effect keep Your top axis free to move and rotate, You
- could rotate the middle axis into the angle You want and then Lock it's
- X Joint, select the top axis and move or rotate it's X axis. By doing
- this the bottom and middle axis stay aligned to each yet still follow
- the top axis and leaves the top axis free to manipulate...
-
- Oopps! typo on my part it should read: set ALL the axis so
- Rotation World Y and Z are set.
-
- ========================================================================
- 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.
-
- ------------------------------------------------------------------------
-
- 7] How do I use the Sway Effect?
-
- Sway is used to make several objects oscillate back and forth
- on their own axis. You can use it to create underwater grass, or an
- army of those obnoxious red liquid-filled glass birds!
-
- Just create all the objects you want to animate, then group
- them to a parent axis, load the group in the Stage editor, then add the
- Sway FX bar in the Action editor. Sway will make all children of a
- parent object oscillate; the parent is unaffected. The key is in the
- grouping: using Sway on a single object will do nothing, since the
- parent is never affected and in this case, there would be no children to
- affect.
-
- ------------------------------------------------------------------------
-
- 8] Depth of field, By George de Beaumont.
-
- I've spent a fair amount of time investigating Imagine's Depth
- of Field feature and thought I'd share my findings. The following text
- is long winded, excessively formal and has not been reviewed for errors.
- Still, You may find something of use. If not, don't hesitate to
- delete...
-
- Depth of Field - Overview:
-
- According to the addendum text file accompanying Imagine 3.0,
- the Depth of Field (DOF) feature was added late in development and is
- therefore not covered in the manual. While the supplemental DOF text
- file is brimming with potentially useful information, it has not been
- prepared with the average end user in mind. Compounding this problem is
- a less than intuitive DOF interface (DOF and 3D stereo imaging share the
- same parameters and requester box). The result is an exceptionally high
- learning curve. The goal of this text is to strip away the noise
- associated with the mixed function interface and provide a practical
- explanation of the Depth of Field feature.
-
- Depth of Field - Useful Photographic Concepts:
-
- Imagine 3.0 simulates many of the real world relationships
- associated with photography/videography. These include:
-
- Focal point:
-
- It is the point of perfect focus. Objects nearer or farther
- tend to be blurred, although an acceptable field of focus extends for
- some distance on the near and far sides of this plane.
-
- Depth of field (DOF):
-
- The Depth of Field is the range of distances from the camera
- over which focus is considered adequately sharp.
-
- Field of view (FOV):
-
- FOV is the width of the camera viewing area (usually expressed
- in degrees). FOV depends on the lens focal length.
-
- Focal length:
-
- This is the distance behind the lens (usually expressed in
- millimeters) where the image will be in sharp focus. The focal length
- also provides an indication of the FOV the user can expect from a camera
- system. The terms FOV and focal length are used interchangeably in this
- text. Common focal lengths and their associated FOV are given below.
-
- focal fov lens
- length (degrees) type
- (mm)
-
- 17 180 fisheye
- 20 94 wide angle
- 28 75 wide angle
- 50 46 standard
- 55 43 standard
- 100 24 intermediate telephoto
- 135 18 intermediate telephoto
- 200 12 long telephoto
- 500 5 long telephoto
-
- Aperture:
-
- The aperture of a lens is the opening through which light is
- admitted. In photography/videography is desirable to be able to adjust
- the amount of light passing through the lens. This is accomplished via
- a variable diaphragm. A wide aperture lets in more light but at the
- expense of a greatly reduced DOF.
-
- The effect of focal length, aperture size and focal point on DOF:
-
- It is the interaction of the focal length, aperture size and
- focal point which determine the DOF for a specific situation. In
- general:
-
- a) Shorter focal lengths provide increased DOF;
- b) Narrower apertures provide increased DOF;
- c) Focal points farther from the camera provide increased
- DOF.
-
- Depth of Field - Imagine's Photographic Counterparts:
-
- Imagine's DOF, FOV (or focal length) and aperture controls are
- intimately associated with the camera's X and Y sizes.
-
- FOV:
-
- We have all adjusted the camera view interactively via the angle
- (A), zoom (Z) and perspective (P) controls associated with the
- perspective view in the Stage editor. What follows is a description of
- how Imagine numerically handles some of this information.
-
- The camera's FOV depends on the RATIO of the camera X and Y
- sizes. These values can be examined via the Transformation requester
- (Stage editor) or Camera size timeline (Action editor). The important
- thing to remember, is that a particular X or Y size does not determine
- FOV, but the ratio of X/Y (X divided by Y) does. There are MANY X and Y
- values that will yield the SAME X/Y ratio (and therefore the same FOV).
- See the following examples:
-
- X Y X/Y FOV
- (degrees)
-
- 100 320 .31 18
- 200 640 .31 18
- 100 200 .5 55
- 320 640 .5 55
-
- Changing the FOV numerically:
-
- As the X/Y ratio changes, so does the FOV. If You decrease X or
- increase Y (make the ratio smaller) You will zoom in (narrow the FOV).
- If You increase X or decrease Y (make ratio larger) You will zoom out
- (widen the FOV). When modeling real life situations, the following may
- be used as a guide for setting Imagine's FOV numerically.
-
- focal fov X/Y example
- length (degrees) ratio X/Y
- (mm)
-
- 20 94 2.19 1400/640
- 28 75 0.68 435/640
- 55 43 0.50 320/640
- 100 24 0.43 277/640
- 135 18 0.31 200/640
- 200 12 0.22 143/640
- 500 5 0.04 28/640
-
- An examination of the FOV and X/Y ratio values show that they do
- not change proportionally (i.e. doubling the ratio does not double the
- FOV). The relationship is logarithmic. That is, making a wide FOV
- wider requires a much greater change in the X/Y ratio.
-
- Be aware that wide FOVs produce considerable distortion,
- especially at the edges (certain portions of the image will appear
- disproportionately large).
-
- Focal point:
-
- Imagine's focal point is associated with the camera Y axis (the
- camera view points in the direction of the Y axis). Until the DOF
- feature is activated (in the Action editor), all objects will be in
- perfect focus (infinite DOF) and a specific camera Y size is not
- important. When the DOF function is activated the camera Y size will
- have a dual role (we already know that the camera size X/Y ratio affects
- FOV). When DOF is activated, the camera Y size will also specify the
- distance from the camera which is the point of perfect focus (FOCAL
- POINT).
-
- Depth of field:
-
- In a real camera, it is the interaction of the lens focal
- length, aperture size and the point of focus that determines the DOF. In
- Imagine, the DOF can be configured in several ways. It can be set to a
- specific numerical value independent of the aperture size or FOV (or
- focal length). If desired, the DOF can be tied to an apparent aperture
- size and FOV to allow the simulation of camera optics.
-
- Aperture:
-
- Imagine 3.0 has only a limited notion of aperture size. Imagine
- uses an apparent aperture size to influence the DOF. This aperture size
- does not in any way affect the amount of light reaching Imagine's
- virtual camera. Lighting changes must be done by altering the intensity
- of ambient lighting or the individual light sources.
-
- Depth of Field - Overview of the DOF/3DS requester:
-
- To activate the depth of field function, You must go to the
- Action editor and add an Actor bar to the camera timeline. This will
- open up a the 3D Stereo/Depth of Field Requester box. The following
- check/data entry boxes deal with the 3D Stereo image features and can be
- IGNORED when adding simple depth of field to Your project:
-
- Y Size is (3DS) Screen Distance (check box)
- Distance Multiplier (data entry box)
- Eye Separation (3DS) (data entry box)
- Eye Sep is Screen Width Multiplier (check box)
- Eye Sep is Actual Size at Scrn Dist (check box)
-
- The check/data entry boxes that pertain directly to DOF are:
-
- Y size is DOF focus distance (check box)
- Aperture size (DOF) (data entry box)
- Ap. size is DOF width multiplier (check box)
- Ap. size is actual size (check box)
-
- Depth of Field - Activating DOF feature:
-
- Check the "Y size is DOF focus distance" box to activate the DOF
- feature.
-
- Depth of Field - Choosing static or dynamic DOF:
-
- Next, check one of the two following boxes:
-
- Ap. size is DOF width multiplier (static DOF)
- Ap. size is actual size (dynamic DOF)
-
- Which one You check will depend on whether or not You need to
- animate the DOF effect. For example, You may want to animate the DOF
- effect to simulate the optics of a real video camera. If You were to
- focus a video camera on an object (at some intermediate distance) and
- then zoom in (close-up), You would observe that the background would
- progressively become out of focus.
-
- Depth of Field - Configuring the Aperture Size (DOF) data entry box:
-
- Imagine will interpret the value that You enter into the
- "Aperture Size (DOF)" box differently, depending on whether You chose
- the static or dynamic version of the DOF feature.
-
- Static DOF ("Ap. size is DOF width multiplier" box checked):
-
- This DOF option is static in the sense that changes in the FOV
- (X/Y ratio) do not alter the DOF. The value You enter in the "Aperture
- Size (DOF) box" will be multiplied by the pixel width of the image (set
- in the Project editor). The product of which will be the maximum
- defocusing that will occur for objects in the distant background (in
- pixels). Larger values result in a narrower DOF and greater defocusing
- of distant objects. In lieu of using the following equation, entering
- a small number (0.01) will usually provide an acceptable starting value.
-
- The equation for determining the Aperture Size (DOF) box value:
-
- A = D/W
-
- where:
-
- A = Aperture Size (DOF) value
- D = Desired maximum defocusing (in pixels)
- W = Image width (in pixels)
-
- Example: if You wanted the maximum defocusing to be 6.4 pixels
- (at distant background) divide 6.4 by the image width (set in
- the Project editor):
-
- 1) A = 6.4/640
-
- 2) A = 0.01
-
- Dynamic DOF (Ap. size is actual size box checked):
-
- When You choose this option, DOF becomes linked to the camera X
- size value (see the equation below). This DOF option is dynamic in the
- sense that as You change the FOV (X/Y ratio), the DOF also changes. The
- dynamic DOF option can be animated to simulate camera optics. Like the
- static DOF option, larger values result in a decreased DOF and increased
- defocusing of the distant background. In lieu of using the following
- equation, entering values in the range of 2 - 4 generally provide an
- acceptable starting point.
-
- The equation for determining the Aperture Size (DOF) box value:
-
- A = DX/W
-
- where:
-
- A = Aperture Size (DOF) value
- D = Desired maximum defocusing (in pixels)
- W = Image width (in pixels)
- X = Camera X size
-
- Example: You want a maximum defocusing of distant objects to be
- 6.4 pixels. You have set the camera FOV. The camera X/Y ratio
- is 320/640. The image width (Project editor) is 640 pixels.
-
- 1) A = (6.4 x 320)/640
-
- 2) A = 3.2
-
- Depth of Field - Setting Point of Focus:
-
- As previously mentioned, once the DOF function is activated, the
- camera Y size determines the focal point. The trick is to vary the Y
- size (change point of focus) while keeping the desired focal length
- (FOV). This is accomplished by first activating the camera line
- function (Stage editor/Display menu). Next scale the camera, using the
- Y bounding line (Top view) as the guide for determining the point of
- focus. As long as the X and Y axis are scaled proportionally, the focal
- length (FOV) will remain the same.
-
- Depth of Field - Summary:
-
- This text provides the basics for implementing the Imagine 3.0
- Depth of Field feature. Use of 3D stereo imagining (LCD shutter
- glasses) with Depth of Field has not be covered. These instructions
- should provide a sufficient basis for understanding the Impulse
- supplemental text.
-
- While Impulse's implementation of Depth of Field is not
- particularly intuitive, it does offer lots of flexibility and artistic
- potential. For instance, You could progressively defocus one object
- while bringing another into sharp focus (thereby changing the viewer's
- point of attention) by transitioning between two equivalent X/Y camera
- size ratios. There are undoubtedly many other ways to use this feature
- creatively.
-
- Be aware that the amount of defocusing adversely affects
- rendering time. Severe defocusing (narrow DOF) not only results in
- longer rendering times but also does not always yield photorealistic
- results.
-
- Depth of Field - Corrections to DOF text:
-
- In the text I listed focal lengths and their equivalent field of
- view. The values are specific to a 35mm SLR type camera system (which I
- did not mention). This may mislead some who may want to simulate other
- camera systems (video or still). Even though focal length and field of
- view are related concepts, I was not technically correct to use the
- terms interchangeably.
-
- ========================================================================
- 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.
-
- ------------------------------------------------------------------------
-
- 15] Help with Fog: if you place a fog object inside another,
- they cancel out, why (By Ian Smith)?
-
- I was looking over an older list of bugs that were still not
- fixed when I came across the fog canceling out other fog objects.
- Remembering previous messages about transparent objects I wondered if
- it would work for fog. It does, sorta.
-
- Imagine only renders flat, one sided triangles. To make a solid
- object, Imagine keeps track of if it is inside or outside of an
- imaginary solid. When a ray hits a face with fog or transparency, the
- ray is considered 'inside' until it hits another edge. That is why if
- you place a fog object inside another, they cancel out. When the ray
- hits the second fog object, Imagine considers the ray having exited
- the fog object. This is actually a good thing, albet tricky at times.
-
- The solution to both problems as noted before on the list, is
- to make sure all objects are solid entities with no common or open
- edges. Picture trying to make a yellow sphere of fog with a second red
- fog sphere inside. If you try this, what happens is you get a sphere of
- yellow fog, but it has a hole in it where the red should have been. This
- is the canceling effect. What you do now is to set the inner sphere to
- the same attributes as the outer one. You now have created a true
- hollow fog object. The trick is to now use a third sphere, make it a
- red fog, and put it inside the hole. You have to be careful to make
- sure it is just a little smaller than the hole. Try to make it about
- 0.001 units smaller. An easy way is to duplicate the inner surface of
- the sphere and then scale it down slightly.
-
- I included a uuencoded object you can test render (please refer
- to IMLarc61.lha at IML landfill for these uuencode objs). It contains
- 8 CSG spheres...
-
- RIGHT.LARGE - Large yellow fog.
- RIGHT.UPPER - Small yellow fog inside.
- RIGHT.LOWER - Small red fog inside.
-
- LEFT.LARGE - Large yellow fog.
- LEFT.UPPER - Small yellow fog inside.
- LEFT.LOWER - Small red fog inside.
- LEFT.UPPER.OUTER - Inner surface of LEFT.LARGE surrounding LEFT.UPPER
- LEFT.LOWER.OUTER - Inner surface of LEFT.LARGE surrounding LEFT.LOWER
-
- When rendered, the object on the left renders correctly, showing
- a yellow fog sphere with a red splotch of fog in the bottom corner. The
- top yellow fog does not show up because it is the same color and density
- as the larger sphere.
-
- The right sphere however, renders incorrectly. It shows a
- solid, shaded red sphere in the bottom, and at the top is a hole where
- the smaller yellow sphere should be.
-
- Now Imagine is still not doing for quite correct. For one, this
- trick does not work for global fog! I tried surrounding a fog object
- with a shell that was the same density and color as the global fog, but
- it simply caused the fog object to vanish completely! I was hoping this
- would allow the use of fog objects with global fog, but no luck.
- Secondly, and more important, the above example with red fog inside is
- still not what shoudl happen. The object on the right SHOULD render
- correctly. In reality, you do not chop holes in fog and stick other
- peices of fog inside. The two fogs should add their fog properties
- together. I have no idea what goes on inside Imagine, but I can take a
- guess that each ray has a fog/transparency flag that gets toggled when
- a ray hits a surface. What they need is not a flag, but an array of
- flags to keep track of how many layers of fog they have penetrated.
- Perhaps link this to the reflection resolve paramater in preferences.
- Then we could have true additive fog. You can fake it by manually
- adding the attributes together and settign the inner fog object to that.
-
- BTW, I tried a negative fog length and it resulted in a totally
- invisible object. I wasn't sure WHAT I expected, but figured it was
- worth a try. :-) I also ran these tests in Imagine 2.0 and 3.2 to test
- for diffrences. Other than 3.2 being about 25% slower to render than
- 2.0 they worked the same.
-
- ------------------------------------------------------------------------
-
- 16] The config file says something about "oct-tree level". What EXACTLY
- is this about?
-
- The oct-tree stuff is an optimizing gig that Imagine does while
- ray tracing.
- It sub divides the world up into cubic areas - the oct-tree
- level tells the renderer how much to keep sub dividing things (this is
- what's going on when Imagine says, "Initializing"). A high oct-tree
- level works great for most objects, but for very simple objects (like,
- just a single, simple primative) the renderer over does the
- sub-dividing. A lower level number would be more effecient for the
- simpler objects.
-
- The oct-tree area is directly connected to the global world
- size. Setting the global world size to 0, 0, 0 makes Imagine take it's
- best guess at a world size for the oct-tree.
-
- ========================================================================
- 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 Shininess Index of refraction
- 0 245 (Or less) 0 0 1.08
-
- Then Add a Pastella Texture with the following data:
-
- Column One Two
- ____ ____
- 102.3333 100
- 0 0
- 255 255
- 0 180
- 100 80
- 0 110
- 255 0
- 100 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.
-
- ------------------------------------------------------------------------
-
- 7] Solar Corona, By Cyrus J.Kalbrener (Essence)
-
- This uses 1 sphere, 3 disks and 2 Essence textures.
-
- - First use varyabsrgb to create changes subtle changes on the
- suns surface between white hot and light yellow.
-
- - Then use a disk for the corona, rotate the oject axis so that
- the y axis was perpendicular to the surface of the disk and add
- the cylindturb texture with the z axis extending perpendicular
- from the surface of the disk. We used cylindturb because we could
- translate the texture along it's z axis to create the illusion of
- movement much more effectively than radialturb.
-
- - Then add another disk and place it less than 1 unit behind the
- first, apply the radial Impulse texture to create the glare around
- the sun.
-
- - Now apply radial to another disk, this time making it black
- to blot out the stars behind the corona that would show through
- the glare (it looks pretty unrealistic without it).
-
- - Make sure all objects are bright, and parent the second and third
- disks to the first. We can save the sun itself as one object,
- and the corona group as a second object. In the stage editor
- track the corona to the camera so that it would always be
- perpendicular to the camera (only good if the camera is moving a
- little bit).
-
- ------------------------------------------------------------------------
-
- 8] Solar Corona, By Scott Kirvan (Imagine 2.9 and higher)
-
- This uses the FIREBALL, NEBULA and GHOST textures to create.
-
- - Add a primitive sphere with it's default values, turn on bright.
- - Apply the FIREBALL texture.
- - Make these adjustments to the texture variables:
-
- Column One Two
- ____ ____
- 0 0
- 255 0
- 255 0
- 100 0
- 200 0
- 30 0
- 0 0
- 0.4 0
-
- Size: (86, 86, 86)
-
- - Add a primitive sphere with it's default values except for the
- size values, they should be, at least (75, 75, 75)
-
- Color: (255, 85, 0) Fog length: 0.01
-
- - Apply the NEBULA texture.
- - Make these adjustments to the texture variables:
-
- Column One Two
- ____ ____
- 325 0
- 1 0
- 0 0
- 5 0
- 0.2 0
- 1 255
- 1 255
- 0 100
-
- Size: (4.5, 4.5, 4.5)
-
- - Apply the GHOST texture.
- - Make these adjustments to the texture variables:
-
- Column One Two
- ____ ____
- 1200 0
- 1 0
- 0 0
- 0 0
- 0 0
- 0 0
- 0 0
- 0 0
-
- ------------------------------------------------------------------------
-
- 9] Sludge, By Scott Kirvan (Imagine 2.9 and higher)
-
- This uses the DINOSKIN texture:
-
- - Add a primitive cylinder (size: 88, 88, 175)
- - Make these adjustments to the attributes variables:
-
- COLOR FILTER SPECULAR
- R 255 255 38
- G 255 255 38
- B 255 255 38
-
- Hardness Index of refraction Phong
- 20 1.50
-
- - Apply the DINOSKIN texture.
- - Make these adjustments to the texture variables:
-
- Column One Two
- ____ ____
- 10 0
- 10 0.5
- 10 0
- 2 0
- 0.3 190
- 0.6 1.73
- 2 0.5
- 1 0
-
- ------------------------------------------------------------------------
-
- 10] Marble, By Rob Freundlich.
-
- Make your object a pale white (190-ish on all the RGB sliders),
- high Shiny value, high Hardness, low Roughness, Specular just a few
- shades below the object color, ummm, possibly others as well.
- Apply two wood textures. The textures are rotated with respect
- to each other. Both have very wide bands (and a low number of bands) and
- a large Variation value (for "burl" effect, according to Understanding
- Imagine). The color of each texture is a darker shade of grey than the
- object, and the two textures have slightly different colors.
-
- ------------------------------------------------------------------------
-
- 11] Starfield (Imagine 2.9 and higher)
-
- We all know that Imagine's starfield is very cheesy at
- best. Here is a great solution for Imagine 2.9 and higher users:
-
- - Create a sphere that is as large as your world, minimum size
- should be at least 1000 units along each axis.
- - Set the sphere's filter values to 255 for each R,G,B component.
- - Apply the CONFETTI texture and make these adjustments to the
- default values:
-
- Color 1: (255, 255, 255) V1: .53 Size: .25
- Color 2: (100, 100, 100) V2: .55
-
- Make sure the camera is somewhere in the center, and render.
- Voila! A great Starfield!
- Refer to the docs on the confetti texture to make any
- adjustments that you like.
- Also, try making a short anim with just the sphere, and just
- change the camera's perspective, you can get a nice space warp effect.
-
- This actually gives a good looking starfield with almost no RAM
- consumption. Plus, you can easily set the colors and frequency.
-
- As a suggestion,
-
- 1] Make the sphere bright to make sure the stars show up.
- 2] Make a copy of the sphere and scale it slightly smaller or
- bigger and rotate it so it's at a diff angle. Then, you'll
- get a cool rotate effect when you move the camera.
-
- This is called "stellar parallax", and it will never happen in
- real life, simply because all the stars are so far away that you
- basically can't move fast and far enough to make their relative
- alignments change in this kind of obvious way.
-
- ------------------------------------------------------------------------
-
- 12] Photon Torpedo (Imagine 2.9 and higher)
-
- In Detail, create a default primitive sphere. Copy it, scale it
- down to .8, Paste it and group the 2 objects together. The larger
- sphere's attributes's should look like this:
-
- COLOR
- R 255
- G 0
- B 0
-
- Fog length Phong Bright
- 125
-
-
- Then Add a FogPaint Texture with the following data:
-
- T: .8
- Denser Color: 255, 100, 0
- 2nd Color: 255, 0, 0
-
- Scale the axis to be just as big as the sphere.
-
-
- The smaller sphere's attributes should look like this:
-
- COLOR
- R 210
- G 15
- B 15
-
- Phong Bright
-
- Light:
-
- Color: 500, 0, 0
- Point Source
- Controlled FallOff
-
- FireBall texture:
-
- Color 1: 255, 15, 15
- Color 2: 200, 30, 0
- The rest of the settings are 0.
-
- Axis size should be slightly larger than the sphere.
-
-
- Load this object into Action after setting the # of frames. Add
- the Spike effect on frames 2 (right after the torp exits the torpedo
- tube) to the last frame that the object will be in the camera's view.
- You might want to tweek the Spike settings. Set up the motion in Stage,
- and you're all set. Render and serve.
-
- ------------------------------------------------------------------------
-
- 13] Spaceship shield, By Charles Blaquiere (Essence)
-
- To do a Star Trek-like "shield absorbs energy blast and
- dissipates it", you need to create a sphere for the shield. You then use
- Shellturb combined with SwapCRF to _vary the transparency_ of the
- texture and make the energy blast visible. Here's an example:
-
- - Create a standard Imagine sphere. Scale in Z by 0.5.
- - Give it a color of 255, 255, 255 and click on Bright. Add the
- Bandturb (not Shellturb) texture.
- - Edit the texture as follows:
-
- Column One Two
- ____ ____
- 0 0.4 Axis position: 110, 0, 0
- 20 0.4 Alignment: 0, -90, 0
- 30 0
- 20 0
- 10 0
- 5 0
- 4 0
- 0.4 0
-
- - Add the SwapCRF texture. All parameters should be 0, except
- Color -> N Filt which should be 1.
- - Add the Solid texture. Leave all parameters at -1 and set Color
- to 50, 255, 200.
- - The texture order should read, from top to bottom:
- Bandturb, SwapCRF, Solid. If not, use the Priority button to make
- it so.
-
- - States/Create DEFAULT, click Textures/Brushes on.
- - States/Create START, click Textures/Brushes on (This is not a
- typo. Unless I'm mistaken, you should refrain from using the
- default state in an animation, which is why I had you create an
- identical state).
-
- - Change the texture:
- Time to 1 Fade to 1 Position to -50, 0, 0
-
- - States/Create END.
-
- - In Action, morph from START to END over N frames.
-
-
- You'll see an energy blast hit the right side of the image,
- where the ship inside the shield would presumably be pointing, and
- travel along the shield, dissipating as it goes along.
-
- How does it work?
-
- The base object is white, and gets a turbulent band of black
- applied to it using Bandturb. Then, SwapCRF turns this color
- information into _filter_ values -- black means no filter, white means
- fully transparent. This makes part of the shield visible. All that's
- needed is to give the visible parta of shield a color using Solid.
- Finally, we create two states, START and END, which allow the texture
- axis to travel from one end of the shield to the other. The END state
- also has Bandturb's Fade parameter set all the way to 1, so that the
- texture loses strength as it travels along the shield. Just add a ship
- inside the shield, and a starfield in the background. The effect is
- beautiful.
-
-
- Bug alert:
-
- Imagine 3.1 doesn't remember texture parameters and axis
- settings very well when you use States. Until that bug is fixed, you
- will need to create two separate objects, Shield-start and shield-end,
- and morph from one object to the next. No big deal.
-
- ------------------------------------------------------------------------
-
- 14] Spaceship shield, By Michael Hazlett (Imagine 2.9 and higher)
-
- What it will do is simulate a phaser hitting the front and that
- portion of the shield will show nothing else, this uses standard
- Imagine 2.9 textures without any Essence ones.
-
- - Create a primitive sphere, scale it to envelop your Starship.
- - Give it a color of 0,0,0 and click on Bright.
- - Make it a fog object ie: with a length of 50.00.
- - Add the Bandturb texture.
- - Edit the texture as follows:
-
- Column One Two
- ____ ____
- 0 0.4 Axis position: 81, 0, -0.9
- 20 0.4
- 30 0
- 20 0
- 10 255
- 5 0
- 4 0
- 0.4 0
-
- (The main difference with Charles Blaquiere tip is that the colour you
- put on the texture is the colour of the shield, usually green :)
-
- - States/Create START, click Textures/Brushes on.
- - Change the texture:
- Time to 1
- Fade to 1
- Axis Position: 67, 0 -0.9
-
- - States/Create END.
- - In the Action editor morph from START to END over how many frames
- you like; you have to reverse the states to dissipate the shield.
-
- You'll see an energy blast hit the front (or wherever) of the
- shield flare up (and if you want) dissipate; you can change how
- transparent the shield is by changing the fog length :)
-
- ------------------------------------------------------------------------
-
- 15] All purpose ground cover (Imagine 2.9 and higher)
-
- Make an irregular shaped mountain or whatever and make these
- adjustments to the attributes variables:
-
- COLOR
- R 15
- G 162
- B 6
-
- Dithering
- 255
-
- - Apply the FUZZ texture.
- - Make these adjustments to the texture default values:
-
- Column One Two
- ____ ____
- 0.1 0.6
- 0.2 15
- 0.05 140
- 0.3 15
- 1 0
- 4 0
- 0.2 0
- 0.8 0
-
- - Apply the PEENED texture and make these adjustments to the
- attributes variables:
-
- Column One Two
- ____ ____
- 1 0
- 1 0.5
- 0.1 90
- 0.5 90
- 1 0
- 4 0.6
- 0.2 1
- -0.3 0
-
- - Apply the DISTURBD texture with default values.
- - Apply the CRACKS textures as follows:
-
- Column One Two
- ____ ____
- 0 90
- 0.2 80
- 0.2 0
- 15 0
- 0 0.2
- 0 0.5
- -0.1 0.3
- -0.1 0.8
-
- ------------------------------------------------------------------------
-
- 16] Steam engine, shafts of light (Imagine 2.9 and higher)
-
- Try this out if you want steam, shafts of light, smoke:
-
- - Make a cube and go to the attributes requester.
- - Make the object color a shade of white; the filter values
- are 125, 125, 125.
- - Add the COOLFIR texture:
-
- Column One Two
- ____ ____
- 0 0
- 0 0
- 0 0
- 0 255
- 0 255
- 0 255
- 0 1
- 0 3
-
- The texture axis should have the positive part of the Z axis
- slightly smaller than the object. Scale the X and Y axis by 2 or 3 from
- their natural state.
-
- You can animate it by rotating around the Z axis or moving
- along the X and Y axis.
-
- If there are a lot of overlaping layers on the object, make sure
- resolve depth (preferences editor) is quite high, 9 or so, otherwise You
- will get black areas on the object.
-
- You can render this in scanline.
-
- ------------------------------------------------------------------------
-
- 17] Fun with Fuzz texture, By G. de Beaumont (Imagine 2.9 and higher)
-
- The "Fuzz" texture appears to be ANOTHER one of those
- undocumented Imagine features. Anyway, I've done some experimentation
- with the "Fuzz" texture, here's what I know.
-
- Fuzz - Basic features:
-
- It's a "Space Filling" (Impulse terminology) noise type texture.
- That is, the texture changes along all three axis.
-
- In its most basic form (equal X, Y, Z sizes and low magnitude
- and velocity noise values), it produces fuzzy globules (approximately
- spherical masses).
-
- Space between the fuzzy globules shows underlying textures and
- attributes on the object.
-
- The texture axis orientation (relative to the object) is not
- particularly important.
-
- Fuzz - parameters:
-
- X, Y, and Z sizes: determines size of the fuzzy globules;
- Noise 1 & 2 mag/vel: determines how disturbed the fuzzy globules
- become (functions similar to other Imagine noise
- type textures);
- Dispersion: determines the number of fuzzy globules;
- Fuzz clip: appears to affect the spacing of the fuzzy
- globules;
- Fuzz R, G, B color: determines the color of the fuzzy globules;
- Fil./Refl. adjust: sets the filter and reflect attributes of the
- fuzzy globules;
-
- Fuzz - General observations:
-
- Increasing the clip value (0.9 - 1.0) can result in overlapping
- globules with unpredictable results.
-
- Decreasing the clip value to 0 results in zero globules.
-
- The default parameter values produce a nice "TV Static"
- appearance.
-
- Higher magnitude/velocity values result in a wispy smoke type of
- appearance (see sample parameter values below) similar to that achieved
- using the CLRNOIZ texture.
-
- Intermediate magnitude values, low velocity values and
- repetitively applying the texture can produce a scattered cumulus cloud
- pattern with the appearance of depth (see below).
-
- Wispy Smoke (a la fuzz):
-
- - Add a default plane.
- - Set the object color to 0, 0, 0. Make it bright.
- - Adjust the perspective zoom control (Z) such that the plane takes
- up most of the view.
- - Apply the FUZZ texture (using the following parameter values)
- and quickrender:
-
- Column One Two
- ____ ____
- 30 0.4
- 30 100
- 100 100
- 0.6 100
- 2.8 0
- 5.8 0
- 0.3 0
- 0.7 0
-
- Scattered Cumulus Clouds (a la fuzz):
-
- - Add a ground plane.
- - Set the color to 135, 206, 235. Make it bright.
- - Adjust the perspective angle (A) view such that it looks straight
- down on the ground plane. Set the zoom ratio (Display menu,
- Perspective, Zoom ratio) to 0.3.
- - Repetitively apply the FUZZ texture to the ground plane (4 times)
- using the following parameter values:
-
- Apply the FUZZ texture (priority 1) as follows:
-
- Column One Two
- ____ ____
- 1000 0.5
- 1000 245
- 1000 245
- 2 245
- 0.1 0
- 2 0
- 0.1 0
- 1 0
-
- FUZZ texture (priority 2):
-
- Column One Two
- ____ ____
- 1000 0.5 Axis position: 0, -40, 0
- 1000 220
- 1000 220
- 2 220
- 0.1 0
- 2 0
- 0.1 0
- 1 0
-
- FUZZ texture (priority 3):
-
- Column One Two
- ____ ____
- 250 0.5
- 250 245
- 250 245
- 2 245
- 0.1 0
- 2 0
- 0.1 0
- 0.6 0
-
- FUZZ texture (priority 4):
-
- Column One Two
- ____ ____
- 250 0.3
- 250 215
- 250 215
- 2 215
- 0.1 0
- 2 0
- 0.1 0
- 0.6 0
-
- Transform priority 4 texture 0, -40, 0 position.
-
- ------------------------------------------------------------------------
-
- 18] Water (Imagine 2.0 and higher)
-
- You could start with a plane or a ground and make the following
- adjustments to the object default attributes:
-
- COLOR REFLECT FILTER SPECULAR
- R 0 100 0 255
- G 255 120 0 255
- B 255 140 0 255
-
- Dithering Hardness Roughness Shininess
- 0 125 (Or more) 20 0
-
- Then apply BUMPNOIZ texture as follows:
-
- Column One Two
- ____ ____
- 100 0
- 20 0
- 10 0
- 0 0
- 0.6 0
- 0 0
- 0.2 0
- 0 0
-
- Bump-mapping and bump textures do not modify the geometry of the
- object; they simply add highlights and shadows as if the object _were_
- bumpy. Your lake would still remain a flat plane, with no points to
- stick out.
-
- You should position the primary light source in front of the
- camera to obtain specular highlights.
-
- Maybe this is not very helpful, but I thought You might find
- DINOSKIN texture useful in this case too. It is a very flexible texture
- which can produce loads of other kind of surfaces than dino skin. The
- shape of the bumps can be modified to a great extend by adjusting the
- noise values. Also, You have control of how "widely" the bumps are
- colored by adjusting the color clip value. So You can certainly make
- some kind of whitecaps with it without having actual modelled bumps in
- the object.
-
- ------------------------------------------------------------------------
-
- 19] Castle brick, By Paul Rance (Essence)
-
- It uses CEDARDSHINGLES and VARYELBRIGHT Essence textures:
-
- - Apply the FUZZ texture as follows:
-
- Top width: 30.0 Rand shape vary: 0.3
- Bottom width: 30.0 Grain scale: 1.79
- Shingle length: 15.0 Grain sharpness: 0.18
- Horizontal spacing: 31.0 Grain bump adj.: 0.56
- Vertical spacing: 16.0 Grain red: 75.0
- Edge width: 0.4 Grain green: 79.0
- Bump adj.: 5.8 Grain blue: 73.0
- Row offset: 0.48 Fade: 0.0
-
- - Apply the VARYELBRIGHT texture as follows:
-
- Vary scale size: 2.07
- Variation: 0.2
- Random seed: 1234.5
-
- ------------------------------------------------------------------------
-
- 20] Cloth, By Paul Rance (Essence)
-
- It uses SEAWAVE Essence textures:
-
- - Apply the SEAWAVE texture as follows:
-
- X im. units: 28.0
- Wind speed: 20.0
- Bump adj.: 0.5
- Time: 0.0
-
- The important bit with this texture is instead of the Y axis
- pointing out of the texture as normal, turn in 90 degrees so it runs in
- parallel to the top surface of the object.
-
- ------------------------------------------------------------------------
-
- 21] Fabric, By John Prusinski (Imagine v2.9 and higher)
-
- Just playing around with the Fuzz texture I discovered (as I was
- working on a backdrop curtain for a stage set) that by setting the Fuzz
- color close to the base color but lighter (in this case light magenta
- over purple) and cranking the specularity of the object while keeping it
- in the same color range (in this case VERY light magenta) and the
- hardness down, I was able to get (by playing with the texture size) a
- very believable range of fabric textures from coarse wool blanket to
- fine velvet (which in my case was just what the doctor ordered)!
-
- Not sure if this would have the same effect with a smooth object
- like a floor or a primitive, but it works great for objects with lots of
- folds in them to catch the light.
-
- Here it is an attribute I used successfully for the green felt
- surface of a billiards table:
-
- Apply FUZZ texture as follows:
-
- Column One Two
- ____ ____
- 30 0.6
- 1 0
- 0.01 140
- 10.01 100
- 1 0
- 4.01 0
- 0.2 0
- 1 0
-
- ========================================================================
- 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
-
- FP 3.0 Block 1667 ($683) Block 126 ($07E)
- Bytes 60 & 61 Byte 425
- From 02 80 From 64
-
- FP 3.1 Block 1765 ($6E5) Block 131 ($083)
- Bytes 424 & 425 Byte 343
- From 02 80 From 64
-
-
- Block + Offset is commonly used with most disk editors, but some use
- the Absolute Porition instead. Remember to divide the height of the
- screen by 4 first, and that you can't use values higher than 127 due
- to Impulses use of signed character storage. 127 will give you screen
- height of 508. I don't think its easily possible to hack Imagine to
- use an unsigned character to get a higher screen size. Anyone?
-
- 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 similar 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.
-
- ------------------------------------------------------------------------
-
- 6] Everything about motion blur, By Mark Allan Fox.
-
- I thought that I would devulge the information I know about this
- subject as well as why I sincerly doubt that Impulse will include this
- feature in any of the upcoming upgrades. I will also give some hints as
- to how to simulate motion blur (actually it really isn't simulating, it
- is the real thing) using Imagine (or any other rendering program for
- that matter) and an image processing package.
-
- Motion Blur - What is it? How do we get it?
-
- The human eye does not see motion as most computer renderers see
- it. The human eye does not see motion as a continuous set of
- instantaneous pictures. The human eye sees motion through persistence
- of vision. Our eyes are constantly taking visual data from our
- surroundings, the data our eyes feed to our brains is not sampled.
-
- This is a difficult effect to achieve on the computer. There are
- algorithms that allow a computer to achieve real motion blur, but these
- tend to be really slow if You're using a large number of polygons. They
- get even more complex, and even slower, if You start moving objects
- along spline paths (if You're interested, and have access to a good
- library, check out Computer Graphics, Volume 17, Number 3, July 1993,
- Temporal Anti-Aliasing in Computer Generated Animation). Much faster
- ways of approximating motion blur exist. These approximations hide some
- of the temporal-aliasing (aliasing over time) while the real motion blur
- method completely eliminates it.
-
- Some programs use a method much like the way Imagine casts
- multiple rays while ray-tracing to eliminate regular (spacial) aliasing.
- This method is called distributed ray-tracing. While Imagine (3.0) can
- cast many rays through the area of a pixel to approximate the pixel's
- average color value, motion blur casts many rays over time through the
- area of a pixel to determine that pixel's average color value (note
- that both methods can be combined without necessarily increasing the
- rays cast. Realistically the number of rays should be increased,
- perhaps by a factor of two, because when combined the two methods tend
- to have a negative impact on each other's approximations).
-
- Distributed ray-tracing is fairly easy to implement
- _when ray-tracing_. It becomes infinitely more difficult when using a
- scanline renderer (so difficult, in fact that I won't even discuss it).
-
- Motion Blur - Why Impulse probably won't implement it?
-
- As pointed out above, motion blur is hellishly hard to implement
- in scanlining (because scanlining does hidden surface removal on a line,
- actually a plane, that passes through a row of pixels). I'm sure that
- this method can, and has, been implemented, but by a company much larger
- and richer than Impulse (like Pixar).
-
- Problems exist in the distributed ray-tracing method as well.
- For this method to work it must have information about every objects
- position over time (or at least the frame to be traced and the two
- adjacent frames). Imagine's global effects are given access to much
- information about a _single frame_, and they can be used to control the
- renderer (as in depth of field), but I'm guessing that they can't access
- anything but the information about the current frame. So, Impulse would
- have to over-haul Imagine to implement motion blur. If You look at
- versions 2.0, 2.9, 3.0 and soon 3.1, You'll notice that almost all the
- new features are add-ons and really aren't integrated into imagine as a
- whole. It's great that Impulse planned far enough ahead to allow Imagine
- to be so modular that these new features are just added-on.
- Unfortunately, I really don't think Imagine's modularity goes far enough
- to allow an easy addition of motion blur. So until Impulse completely
- rebuilds Imagine (something, I for one, think is due) I sincerely doubt
- that we will see motion blur in Imagine. Of course I sincerely hope that
- I am absolutely wrong in the above and that Imagine isn't designed the
- way I think it is, then perhaps we might see motion blur in one of the
- next few updates.
-
- Motion Blur - How do I do it on my own?
-
- Motion blur is quite easy to approximate on Your own. However,
- it does have costs, namely, increased rendering time (everyone knew that
- one was coming), and an increase in storage space for the individual
- frames before they are compiled into an animation. There is a slight
- increase in the space the animation will take too.
-
- Simply put to acheive motion blur render more frames than you
- actually need. So, depending on the amount and speed of the motion in
- an animation, You render perhaps 3 times as many frames as You want to
- be in Your animation. So if You have a 10 second animation (300 or
- 240 frames) render 900 or 720 frames. Then use an image processing
- package to average 3 frames into one. So for frame 1 in the animation
- You will average frames 1,2 and 3 (DTA does this on the PC, the command
- for compiling the above example into an FLC file would be
- <dta pic*.tga /a3>)
-
- The real trick here is to figure out how much motion blur You
- need, if You need it at all. Generally, I find that if an object moves
- across the whole screen in one frame I will want about 30 sub-frames per
- frame (big hint: avoid the above case). So if it moves across half the
- screen I will want about 15 sub-frames per frame. It's also nice to
- always use an odd number of sub-frames. That way You know the objects
- exact location at any given frame (in the middle sub-frame).
-
- Another problem arises when working on looping animations. The
- first and the last frame will not look correct. What You have to do is
- tack on some extra frames before the first and after the last frames.
- The number You add depends on the number of sub-frames You are using. If
- N is the number of sub-frames You are using You have to add (N/2)-1
- frames to each end of the animation. You then have to set up in the
- action editor so that the first (N/2)-1 frames look like the last
- (N/2)-1 frames and vice-versa.
-
- Sometimes You have a scene where motion blur is only needed for
- a few frames or to one degree or another. This is where scene planning
- comes into play. Personally I haven't had enough practice in doing this
- to tell anyone how to achieve this. I have had some success at this, I
- just haven't yet realised a good method of approaching the problem. A
- good work around is to plan Your camera angles so that You cut from one
- degree of motion blur to another when the camera changes views. If You
- have no choice but to have one consistent camera angle then start
- drawing time-lines, make lots of copies of the whole project (one for
- each degree of blur), and think hard about what You are going to do
- before commiting yourself to the final render. Of course if You have a
- Pentium 100 and a couple gigabytes of hard drive space You may be able
- to use brute force and just do everything at the maximum needed degree
- of blur (not recommended, as You'll save yourself more time by setting
- up everything the hard (or is that the easy) way, especially if this is
- a long animation).
-
- If You have more interests in motion blur try Computer Graphics:
- Principles and Practice, Fundamentals of 3D Computer Graphics, the
- comp.graphics, comp.graphics.algorithms, newsgroups, or contact me.
-
- ------------------------------------------------------------------------
-
- 7] 3D stereograms, By Gary Beeton.
-
- We all know that Imagine allows you to create stereo pair images
- for use with special 3D glasses. But did you know that Imagine 3 will,
- with the help of shareware, let's you create 3D images that do not
- require glasses and that you can also print?
-
- I'm talking about SIRDS (Single Image Random Dot Stereograms) or
- sometimes called Stareogram; you know, those posters made of dots which,
- when you look (persistently) straight through them, will reveal
- extruding shapes.
-
- It's easy! All you need: a shareware SIRDS generator (I'm not
- sure about the PC, but for the Amiga there's a bunch of them in Aminet
- under gfx/3d), Imagine 3.0 and a scene.
-
-
- An example:
-
- Load an object into the Detail editor (i.e. Cow.iob). To
- simplify the process UnGroup any parts then Join them all together as
- one object.
-
- Attributes should be: Color white, set the rest to zero (0);
- Bright should be on (x), set Quickdraw on (x) and Texture: ZBuffer. Now
- reset your perspective view and rotate your object just as you would
- like to see it by the camera as viewed in the perspective view. This is
- important because ZBuffer is relative to Global coordinates, and not
- relative to the camera.
-
- Go into the "Top" view window, turn Coordinates on, move your
- cursor to the bottom of the bounding box and write down the Y coordinate
- (Y1), move the cursor to the top of the bounding box and write down the
- Y coordinate (Y2). These two Y coordinates should be entered in the
- ZBuffer texture's Y1 and Y2. Leave the color settings from white
- (255,255,255) to black (0,0,0) (assuming your SIRDS generator expects
- white as out and black as in). Save the object.
-
- Go into Action editor, Add your object and set camera position
- to 0,Y1-n,0 alignment to 0,0,0 where n is the distance from the object
- to be viewed.
-
- Save Changes. Go to Stage editor, add a light and place it
- anywhere in front of the object, turn on camera view and fine tune the
- placement of the camera making sure not to change it's alignment.
-
- Render.
-
- The resulting image should be a gray scale image which can be
- loaded into and processed by a SIRDS generator. I've had excellent
- results with this technique, many of which surpassed some commercially
- available SIRDS posters.
-
-
- The 3-D option: X-Specs "driver"
-
- The 3-D option in Imagine is designed to produce a format which
- is viewable using 3-D LCD shutter glasses called X-Specs. The X-Specs
- "driver" interleaves the top and bottom halves and syncronizes the
- right/left lenses with the interleave refresh rate of the display. The
- top and bottom halves appear squashed because each represents one field
- (half of the data for a full frame). Unfortunately for Imagine PC
- users, I think X-Specs are only available for the Amiga. This would
- appear to be a vestigial "feature" from Impulses' attempt to make the PC
- and Amiga versions have the same look and feel.
-
- I don't think there is a way to have Imagine separate the images
- into separate files. To overcome this problem I would try doubling the
- project's vertical resolution and make the aspect ratio 2:1. Then use
- an image processor to reset the aspect back to 1:1 to unsquash, then
- separate the images. An alternate method would be to manually
- reposition the camera for each left and right image (this will be a big
- pain if you intend to animate though).
-
- ------------------------------------------------------------------------
-
- 8] Working with bitmaps, By Douglas Smith.
-
- I find that the best sort of image to work with is obviously one
- made up of lots of lines, some of the best are those nice little
- painting illustrations that are always part of the instruction sheet for
- model kits.
-
- If you're using one of these, set your scanner to text mode,
- 200dpi seems to work best and scan. Then clean up the image in DPaint,
- this is the key step, so don't skimp, get an image made up of smooth
- sharp lines.
-
- If you are using a colour image, you need to get it into two
- colours, for this either start drawig on top in DPaint, then stencil
- your new lines and rub out the image. One method that can work, is
- to use an Emboss command (have a look at PBM tools), this will
- effectivly outline different blocks of colour, you can then just touch
- it up in DPaint. Beware that you tend to loose a lot of dimensional
- accuracy doing this unless you have a really hires image, so be careful.
-
- If the drawing is to scale, mark a scale on it, a simple
- graduated bar, preferably one horizontal and one vertical round the part
- of the image that you are interested in. When you clean up the drawing
- make sure these scale marks are clear. You can later use these marks to
- scale the bitmap to an imagine grid.
-
- Now use ConvertIFF/ILBM, say no to the add faces requester, and
- in a minute or so all the lines will appear. Now all you have to do is
- to go into pick points mode and tidy it up a little more. Save this.
-
- If you have a plan, front and side view you can position these
- objects so they are visible in their respective window, but not visible
- in the other windows, i.e position the front view so it is say, 500
- units in front of the world-centre etc. then redraw speeds are quite
- nippy.
-
- Using this method may be a bit more memory intensive than using
- a bitmap, but you can zoom in to see finer detail. Also the images can
- be to a known scale and you can scroll the windows about without loosing
- the image.
-
- ------------------------------------------------------------------------
-
- 9] What are N.U.R.B.S?
-
- Non-uniform rational b-spline (NURBS). It's a special type of
- spline that allows more intuitive control over surface modelling than a
- lot of other spline methods. Surfaces have control points that are used
- to deform the surface of the object which is represented by mathematical
- formulas rather than polygons.
-
- ========================================================================
- 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
-
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