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- Path: news.uh.edu!barrett
- From: raist@rmece02.upr.clu.edu (Ricardo Hernandez Machado)
- Newsgroups: comp.sys.amiga.reviews
- Subject: REVIEW: Real 3D Version 2.0 (version 2.35)
- Followup-To: comp.sys.amiga.graphics
- Date: 29 Mar 1994 18:30:19 GMT
- Organization: The Amiga Online Review Column - ed. Daniel Barrett
- Lines: 564
- Sender: amiga-reviews@math.uh.edu (comp.sys.amiga.reviews moderator)
- Distribution: world
- Message-ID: <2n9s3r$rbl@masala.cc.uh.edu>
- Reply-To: raist@rmece02.upr.clu.edu (Ricardo Hernandez Machado)
- NNTP-Posting-Host: karazm.math.uh.edu
- Keywords: graphics, ray tracing, 3D modelling, animation, 24-bit, commercial
- Originator: barrett@karazm.math.uh.edu
-
-
- PRODUCT NAME
-
- Real 3D Version 2.0 (version 2.35)
-
-
- BRIEF DESCRIPTION
-
- Real 3D V2.0 is the newest Real 3D ray tracing and animation
- program. Among its fanciest features are: inverse kinematics, collision
- detection, built-in Forth-like language, depth of field, motion blur, macro
- recording, user-configurable interface, and multitasking with some of its own
- functions.
-
- In this review, I would like to remind all those who read it that a
- new version -- Real 3D Version 2.4 -- is already out and there have been
- quite a few addition and changes. I am waiting for that one to show up real
- soon now ;-) in my mailbox.
-
-
- AUTHOR/COMPANY INFORMATION
-
- Name: RealSoft
- Address: RealSoft Ky
- KP 9
- 35700 Vilppula
- Finland
-
- In North America:
-
- Address: Godfrey & Associates
- 544 Queen Street
- Chatham, Ontario
- Canada N7M 2J6
-
- Telephone: (519) 436-0988 (North America)
- FAX: (519) 351-1334
- BBS: (519) 436-0140
-
-
- LIST PRICE
-
- $699 (US). I bought it for $499 (US) in advance directly from the
- company, although I have seen it for less than $400 (US).
-
-
- SPECIAL HARDWARE AND SOFTWARE REQUIREMENTS
-
- HARDWARE
-
- 3 MB RAM required.
- 5 MB hard disk space required.
- 68020 or faster processor required, with FPU.
-
- My experience shows that you probably will need at least 10
- megs of RAM and a 68030 @ 25Mhz with a 25MHz FPU. My system
- has 16 megs Fast RAM plus a 68030 @ 50Mhz with a 50Mhz 68882.
-
- SOFTWARE
-
- AmigaDOS 2.04 or higher required.
-
-
- COPY PROTECTION
-
- Dongle (hardware device attached to an Amiga port). It is not
- pass-through.
-
- I rate their copy protection as acceptable. People that use the GVP
- G-lock, Brilliance, Scala or any other 'dongle' program might have to
- manually switch dongles and connections. :-(
-
-
- MACHINE USED FOR TESTING
-
- Amiga 1200
- CSA '12 Gauge accelerator 68030 @ 50Mhz with 50Mhz 68882 FPU
- 16 Megs Fast RAM
- 2 Meg Chip RAM
- 200 Meg IDE hard disk
-
-
- INSTALLATION
-
-
- Installation is easy. RealSoft uses the Commodore's Installer
- utility. The only change is that users with '040 equipped Amigas will have
- to rename two files.
-
-
- REVIEW
-
- Real 3D V2 (called "Real 3D" from now on) is the latest incarnation
- of the 'Real 3D' family of programs that boasts new features and
- capabilities. Real 3D relies heavily on CSG (constructive solid geometry)
- objects. These are 'primitives' like a sphere, cube, cone, ellipsoid,
- polygon, pyramid, cylinder, etc.
-
- There are several advantages in using these primitives. First, all
- primitives use their 'highest resolution' whether you are close to them or
- not in the virtual world. Usually in other 3D programs, you have to
- subdivide your object into a lot of polygons to achieve a smooth effect. Not
- so with Real 3D.
-
- Second, I have found that the Real 3D primitives are to '3D
- construction' what Bezier curves are to 2D drawing. If one had to model an
- object with polygons like the primitives found in Real 3D, it would be a lot
- of work.
-
- Third, the modeling screens get less cluttered. I remember in
- Imagine, if you load the 'ship' object, the computer is redrawing all the
- polygon information for that object in wire frame. Although this problem in
- Imagine can be partially avoided, it is still more cumbersome than in Real
- 3D.
-
- Finally, since Real 3D supports boolean operations among primitives,
- this almost ensures that with those primitives you can model 'almost
- everything.' Consider, for example, a crystal ball on top of a cone-shaped
- crystal ball holder. You could model the crystal ball holder by 'cutting
- off' from the holder a sphere which is the same size as the crystal ball.
- You will effectively have cut a spherical shape out of a cone-shaped
- primitive.
-
- Real 3D also makes use of splines and spline meshes, which are lines
- and three dimensional surfaces composed of 'Bezier type' curves like those
- used in Professional Draw or Art Expression. The advantage of using splines
- is that all objects always look very detailed and curved, unlike in polygon
- based programs like Imagine, Aladdin, etc. The disadvantage is that splines
- are really sloooooooooooooooooooow to render, although there are several
- optimizations you can do for speeding those up.
-
-
- PROGRAM MENUS
-
- The program has eight main menus with options that usually have
- submenus:
-
- 1. Project: deals with saving, loading (inserting or replacing)
- objects, materials, named colors, and 'environments.' Also deals with opening
- different types of windows like the Tools, View and Select windows.
-
- 2. Create: allows you to create any primitive that Real 3D
- supports, splines, spline meshes, compound objects (objects that are
- created from primitives), freeform (objects built from spline curves),
- tree and terrain type fractals, and boolean operations.
-
- 3. Modify: provides for object modification. Real 3D classifies
- the different modifications you can do in categories such as linear
- modifications, structure, properties (color, names, size, velocity, etc.),
- non-linear (used for altering freeforms), freeforms (also used for altering
- freeforms) and others.
-
- 4. View: selects type of view (perspective or parallel), switches
- left, front and above views, has an option for creating a camera, grid
- options, bounding boxes for rendering, zoom options.
-
- 5. Animate: has shortcuts for creating some animations. Usually
- animations have to be created by creating a level, and setting the target
- objects and the parameters. This menu allows for setting automatically all
- these structures for some common animation types. Also has some animation
- VCR-like controls like go forward, go backwards, jump to a specific frame,
- etc.
-
- 6. Extras: accesses the vector calculator, undo, statistics (more
- like an 'about' option), etc.
-
- 7. Settings: general preferences like the different paths where to
- find the objects, materials, etc., levels of undo, default primitive object
- attributes and other things.
-
- 8. Tools: displaying specific types of tools in the tools window,
- and creation of user defined buttons with text that also appear on the tools
- window.
-
-
- PROGRAM WINDOWS
-
- When you start Real 3D, unless you started from one of the
- predefined environments, it will boot up in a hi-res non-interlaced
- (640x200) screen. By default it opens three windows: a view window, a
- select window and a tools window.
-
- Each type of window serves a different purpose. For example, the
- view window is where you manipulate and view the objects and your scene.
- The select window is where you select objects to be manipulated and where
- you can 'walk' through the object hierarchy. Finally the tools window has
- icons that you can click on for object operations (like move, stretch,
- etc.), color, name, create primitives, lights, etc.
-
- The 'world' in Real 3D is organized hierarchically. This is very
- similar to a computer science 'tree structure.' For example, when you start
- the program you are at a 'level.' All objects that you create are at this
- same level. You can also create other levels and objects 'beneath them.'
-
- For example, let's say that we are creating a scene where we have a
- single three-leg table in our 'universe.' We have the following hierarchy:
-
- level--Table--Table_Top
- --Table_Legs----Leg_1
- ----Leg_2
- ----Leg_3
-
- We see that we got three different levels: level (the root level),
- Table and Table_Legs. Table_Top and Leg_1, Leg_2, Leg_3 are actual
- geometric objects. In Real 3D, the levels are objects too. This means that
- if for example, we wanted to move, stretch or rotate the table, we select
- the table level and do the proper operation. The operation is applied to
- all the objects and levels underneath the Table level. This means that we
- can duplicate or delete the Table level effectively creating another table
- or deleting the whole table altogether.
-
- You can enter, exit, and 'walk through' the whole hierarchy by double
- clicking on the levels on the select window. You can also render the
- hierarchy from a current level and downwards in the current view window
- using a 'render hierarchy' option.
-
- The hierarchy concept is also important when applying material
- properties. Material properties affect all objects at the current level, and
- if these objects are levels, the effect carries further down those levels.
- For example, if we wanted to put a metal textures on the legs and a wood
- texture on the table top, we need to create another level and put the table
- top underneath it. At the same level of the table top, we create a wood
- texture. If we just created the wood texture at the same level of the
- Table_Legs level and Table_Top object, the Table_Top would look wooden but
- the legs will also look wooden. If we created a metal type texture at the
- legs level, then both textures (wood and metal) will be mixed!
-
-
- MATERIALS
-
- Materials in Real 3D are also considered objects. This means that
- they can be manipulated in most cases like any other three dimensional
- object. Materials can be morphed, moved, animated, etc.
-
- The Materials have the normal 'classic' attributes like color, bump
- mapping, brilliance (also known as reflection) mapping, transparency
- mapping, specularity control, refraction, roughness, dither, bump height and
- others. The more unusual attributes include effect (like the effect of this
- material on the object), clip mapping (makes parts it touches visible and
- other parts invisible), scope mapping (makes the materials affect the region
- covered by the material only), spline mapping (maps along the surface of a
- spline mesh), and others.
-
- There is provision for procedural textures, although a bit limited
- in this version (version 2.35). It's actually not limited in the sense that
- they are programmable in RPL (Real 3D Procedural Language), and there are
- some presets, but it's harder and slower than say, Imagine. The 'procedural
- settings' are mapping, scope, bump, color and the index (when applying a
- sequence of bitmaps, as in mapping a TV screen sequence animation).
-
-
- ANIMATION
-
- Real 3D has twenty-two different animation methods. This methods
- can be combined with others hierarchically to make very complex animations.
- The most notable (or say, those that impressed me the most) are: direction,
- inverse kinematics, radial forces, directed forces, tangent forces,
- collision (there are two types), friction and creation.
-
- Direction is just the typical 'path' type method of animation with
- the notable exception that it rotates the objects it affects along that
- path. There is a very good example of this in one of the tutorials of the
- book where they make a swimming fish. Its body bends along the path.
-
- With inverse kinematics you can make some skeleton type object
- animations look a bit more realistic without a lot of work. Consider for
- example, the arm of a human person that is bent and has to reach out for the
- light switch on the wall to turn the lights off. With Real 3D, all you do is
- use the inverse kinematics method and say that the index finger of the hand
- has to travel to reach the switch. When you animate, Real 3D calculates
- automatically the way the arm stretches to read out and turn the lights
- off. Even if the finger has to stretch out, it will do it.
-
- The radial, directed and tangent forces mean what they sound like:
- very useful for simulating molecule attraction/repulsions, satellites in
- orbit around a planet (radial); gravity, wind (directed); and centrifugal
- forces (tangent). There are different variations of these animation
- methods; so for example, you can write a formula in RPL that attracts
- objects, but if they get too close, repels them. You can simulate 'stormy'
- wind by either writing an RPL formula or drawing a 'crazy' curve as a
- parameter for the directed force method.
-
- Collisions can be used for simulating real-world Newtonian physics
- collision phenomena. Momentum is conserved, and there are some parameters
- like the friction and elasticity of the collision, so colliding objects can
- totally rebound or stick to one another or spin when colliding.
-
- Finally, collisions can also be used whenever you need objects to
- bounce, or 'take into account' other objects when moving: for example,
- dropping a ball down a curved tube. There is an example in the manual where
- this is done, and it works quite well. Sometimes though, if objects are
- small and are travelling too fast, they can 'pass through' the other
- objects. To avoid this, you can either make the objects a bit thicker if
- they are too thin, or you can alter the 'sampling' accuracy of Real 3D for
- collision calculation. This however makes Real 3D slower. I have found
- that the collision works quite reasonable by just increasing the accuracy
- one 'scale' up.
-
- The friction animation method helps simulate real-world friction
- phenomena, such as a falling object in the wind. By default, the program
- takes into consideration the mass, size and speed of the object in order to
- calculate the magnitude of the opposing force for the moving object(s). If
- an object is bigger, friction affects it more, and same with the speed. If
- the object is heavier, it is affected less. Speed, by default, has the
- biggest influence on the objects final speed (sounds recursive ;-) ).
-
- Creation is, in my opinion, one of the 'weirdest' animation methods
- but very powerful. It can create new objects during an animation,
- controlling the process of 'birth and death' of the objects. The copies it
- makes are inserted on the same hierarchy level with the method itself, so
- that they will be subject to the method. For example, you can create a
- sphere that follows a path, leaving copies of itself behind. Since Real 3D
- has a strong hierarchical concept of the property of objects, you can even
- leave copies of the sphere on the previous example that have all the
- properties of the original sphere including possible animation motions.
-
- The generated objects have a configurable 'life', so when objects
- are created, then can be made to 'live' for a certain amount of time and
- then 'die' or disappear. The is a very good example of this in the book
- where boiling water is simulated: bubbles start appearing at the bottom,
- then more and more, and when they reach the top of the water they disappear.
-
- There are other methods of animation like the typical path,
- rotation, stretch, size and a few others. Since in Real 3D animation
- methods are also objects themselves, they can be affected by other animation
- methods too.
-
-
- DOCUMENTATION
-
- The documentation comes in the form of a big manual and a README
- file on disk. Also, there's extensive AmigaGuide online help for particular
- areas like materials and animation.
-
- The manual is quite helpful with its tutorials, and is relevant to
- both the beginner and the power user. There are some things, however, that
- could be better explained, like scoping in the materials (making the
- materials affect a particular part of a 3D object). I would like to see a
- new manual section full of hints and tips.
-
- Overall, the documentation gets an 8 out of 10, which is not bad.
-
-
- LIKES AND DISLIKES
-
- Among the things that I like the most are the rich set of 3D
- primitives and boolean operations. You can make quite complex objects made
- of just primitives, and these primitives are both fast (relatively speaking)
- and very good for modeling.
-
- The animation system with its inverse kinematics and collision
- detection is also a part of Real 3D that I like, since you can make quite
- interesting animations that way.
-
- Finally, I like the extensive Real 3D procedural language support,
- since it is very good for scripted animations, and offers a lot of control
- over the real 3D environment.
-
- I disliked some parts of the animation system, particularly where
- key framing and keeping track of 'time' is concerned. Time is always from 0
- to 1, so if you want to make (say) a car bump with another in 5 seconds,
- you'll have to calculate from the total length of the animation when will
- that happen, by dividing 5/(total time) in seconds.
-
- Among the other things I didn't like much was the very sloooow
- rendering of spline meshes (although understandable), and lack of spotlights
- (added in the new 2.4 version). There are also a couple of bugs associated
- with fractal trees and landscapes, where the machine can crash easily
- generating a complex fractal.
-
- I would like Real 3D to be faster, more memory efficient, have more
- built-in procedural materials, key framing and spotlights (added in the
- newest release).
-
-
- COMPARISON TO OTHER SIMILAR PRODUCTS
-
- I have some experience with Imagine 2.0, so a comparison is
- inevitable ;-). Basically, Imagine's strongest points are that it provides
- key framing, spotlights, lots of procedural textures and mathematical
- animation transformations.
-
- Key frames are part of Imagine, where it has a 'cycle' editor just
- to edit animations of individual objects that will have a certain animated
- structure. In this category you can add things like a walking human, robot,
- animal, etc.
-
- Spotlights are native to Imagine, so if you want a 'cylindrical
- light' or 'cone light', you can just make one specifying how long it will be
- and the radius of the circle if it hits a surface at a certain default
- distance. In Real 3D, you will have to put a light source inside a cone or
- cylinder, and render with the maximum quality (the slowest one) to achieve
- the same effect. It's simply unnecessarily harder, but fortunately this
- feature be in the upcoming version 2.4 which should be out by the time you
- read this.
-
- Procedural textures, like I said before, are more limited in variety
- in Real 3D, and to make them requires a lot of knowledge. Imagine comes with
- a decent variety of high quality procedural textures, but to make one
- requires even a greater knowledge -- C programming and Imagine interfacing, I
- suppose.
-
- Finally Imagine has a couple of animation mathematical
- transformations that manipulate the polygons of objects. The most useful
- are fireworks and explosions. This means that you can have an object just
- suddenly explode in a bunch of polygons quite easily, whereas in Real 3D you
- will probably need to construct a complex object and then make a collision
- type animation to make an exploding object. In Real 3D, while being slower
- to create and render, it will be more flexible and accurate, however.
-
-
- BUGS
-
- Like I said before, Real 3D version 2.35 has some bugs, particularly
- in the fractal generator for trees and mesh spline landscapes. Also when
- zooming in, sometimes changing views makes the objects appear like a thin
- line -- and in three situations caused my machine to crash. This last bug,
- however, is not very common.
-
- Real 3D's creators are very committed to making Real 3D a successful
- product. Since its introduction, there have been at least 3 free upgrades,
- and there's a major upgrade that should be around by the time you read this:
- version 2.4.
-
-
- VENDOR SUPPORT
-
- I contacted Godfrey and Associates for the purchase of Real 3D by
- phone, and later I sent to them a money order. I have had no problems with
- them, and they seem very helpful.
-
- I am not associated with them in any respect except as a customer.
-
-
- WARRANTY
-
-
- Typical 30 day disk warranty (disks replaced by new ones if they are
- bad). I don't know if the warranty applies only to the original purchaser.
-
-
- CONCLUSIONS
-
- I love Real 3D. It is quite a departure from typical 3D type
- programs, but it is quite powerful once you grasp its basic concepts. I
- love its constructive solid geometry primitives, as it allows you to create
- complex models easily and quickly and not take years to draw in wire
- frame. ;-)
-
- On a scale of 1 to 10, I give Real 3D a 9. Its RPL language support
- provides for a lot of flexibility as its collision animation system. There
- are things that I would like to see, but most of those things will be in the
- upcoming V 2.4 (2.47?) version, so I won't complain that much. ;-)
-
-
- REAL 3D REVIEW PICTURES DESCRIPTION:
-
- Thanks to Dan Barrett and his awesome BLAZEMONGER company, there
- will be a couple of Real 3D JPEG format images that I have made that will be
- ftp downloadable as a supplement to this review. Some of those JPEG images
- have been made just for this review, while others have been made just for fun
- while I have been learning this program.
-
- [MODERATOR'S NOTE: These images are located on our ftp site,
- math.uh.edu, in the directory
-
- /pub/Amiga/comp.sys.amiga.reviews/software/graphics/raist
-
- When downloading these pictures, make sure to set your ftp connection
- to BINARY mode by typing "bin" at the "ftp>" prompt.
-
- - Dan]
-
-
- The images are:
-
- 1. cowboy.jpg - a spline object generated with Real 3D. This object is not
- one that I made - comes with the program. Check out how smooth it is,
- although I know it is all gray. The banding in the shading could be due to
- the fact that I didn't use any dithering and the intensity of the brightness
- I set.
-
- 2. glass.jpg - shows glasses and mirrors in Real 3D. The 'glass pyramid
- primitive' is actually a pyramid primitive composed with a glass-like
- material applied to it.
-
- 3. lamp.jpg - a room and a lamp I made. The texture is a 24-bit Epson
- scanned Philippines postcard. Please note the smooth shadow of the texture
- and the mirror-like surface of the lamp. The lamp cone was made with a
- bumpmap.
-
- 4. mandm.jpg - M&M's (TM) candy in a 3D world. ;-) Please note the depth of
- field Real 3D feature - the M&M (TM) in the center are focused, and those in
- the background are a bit out of focus.
-
- 5. poolcoll.jpg - a collision detection type animation showing balls
- colliding in a pool table. Actually just four frames from that animation
- labeled in the upper left corner. The white ball was thrown with a bit of
- motion blur at the others, and Real 3D calculated the other motions. I would
- like to point out that those frames where originally generated in Real 3D
- windows in HAM8, and that the quality can be far better when you render
- first to iff 24-bit files and then convert that to HAM8. This is because
- the version 2.35 of Real 3D doesn't calculate the HAM8 base colors very
- well, but this will be enhanced in the next upgrade.
-
- 6. r3di1.jpg - interface of Real 3D in a HAM8 screen showing the M&M's
- (TM) project to make the mandm.jpg picture.
-
- 7. r3di2.jpg - interface of Real 3D in a HAM8 screen showing the M&M's
- (TM) project object hierarchy in a window that Real 3D can render for
- you.
-
- 8. r3di3.jpg - interface of Real 3D in a HAM8 screen showing the
- material creation/modification window.
-
- 9. r3di4.jpg - interface of Real 3D in a HAM8 screen showing the
- rendering settings window.
-
- 10. r3di5.jpg - animation interface screen of Real 3D.
-
- 11. redglass.jpg - a red glass in a checkered floor with a light source in
- the left part of the screen. Note how the light color changes when it goes
- through the glass.
-
- 12. seatest.jpg - one of my failed ;-) attempts at doing a sunset in the
- sea. I have to improve it because it looks too mathematical but having
- seagulls silhouettes over the sun and a sailboat in the horizon must surely
- help - and I didn't make them. :-(
-
- 13. thecity.jpg - a city I was building in Real 3D. To the left part you
- can see a 'billboard' that needs a bit of detail to get more similar to an
- actual billboard. I hope you like the buildings.... ;-)
-
- Please remember that all the above pictures were JPEG compressed;
- thus, they could lose a bit of quality even with JPEG at 100% quality (I
- noticed that it happened with the redglass.jpg). Some images my need more
- brightness.
-
-
- LAST NOTE FROM ME ;-)
-
- As I would like to improve, I welcome any comments about my review
- and particularly the images I have made. You can send me e-mail at:
- raist@rmece02.upr.clu.edu
-
-
- COPYRIGHT NOTICE
-
- Copyright 1994 Ricardo Hernandez Machado (aka Raist). All rights
- reserved. This review is freely distributable as long as it is reproduced
- entirely and with the copyright notice. If the review is going to be
- distributed, the images are not required to be distributed, but I strongly
- advise distributing them since they form part of the review. The images
- with the copyright notice in them are freely distributable as long as they
- are not altered, although they can be scaled for printing purposes and
- compressed for distributing purposes.
-
- ---
-
- Daniel Barrett, Moderator, comp.sys.amiga.reviews
- Send reviews to: amiga-reviews-submissions@math.uh.edu
- Request information: amiga-reviews-requests@math.uh.edu
- Moderator mail: amiga-reviews@math.uh.edu
- Anonymous ftp site: math.uh.edu, in /pub/Amiga/comp.sys.amiga.reviews
-