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- README.DOC
- IPAS DISK #2 -- SPECIAL EFFECTS
- From YOST GROUP, INC.
- 11/4/92
-
-
- GENERAL NOTES:
-
-
- - When rendering flics of the sample files, in order to save
- disk space, render in 320x200, Dither-256 OFF, using Medium
- palette mode, with Phong shading.
-
- - If you're using the FLIP.IXP or CLAMP.IXP processes and you
- get an "Out of memory" message, and you know that you've got
- enough memory/hard disk space, the Phar Lap memory has
- become fragmented. When this happens, save your project
- file and then exit to DOS and restart 3D Studio.
-
- - In addition to the self-extracting archive files listed in
- the Installation section of the documenation, there's an
- additional IMAGES.EXE file that you should copy into your
- IMAGES subdirectory and then run (to unarchive it). It
- contains rendered flics from some of the smoke, water, and
- plasma examples.
-
- - It's recommended that you print this readme.doc out and use
- it as a reference as you go through the sample files.
-
-
- SAMPLE FILE DESCRIPTIONS:
-
- _________
- SMOKE.SXP
-
- SMOKE1.3DS: Smoke opacity demo. Each of the three objects
- have smoke opacity maps running at different
- speeds. Study the materials used, and note that
- additive outside transparency falloff is used to
- soften the edges of the smokey objects.
-
- SMOKE2.3DS: Smoke texture demo. In this case, the smoke is
- used as a texture map, and bright red and yellow
- are the two primary smoke colors. This creates an
- inferno-like effect that moves realistically, and
- can be used on multiple layers of morphing
- transparent objects to create fire effects.
-
- SMOKE3.3DS: Smoke bump demo. When used as a bump map, the
- smoke texture provide an extremely chaotic surface
- that moves in a natural way. Note that in this
- demo, the front faces have been copied and
- rendered in a wireframe material to provide edge
- definition.
-
- __________
- PLANET.SXP
-
- PLANET1.3DS: Uses PLANET.SXP as a texture map. (no clouds)
-
- PLANET2.3DS: Uses PLANET.SXP as a texture map (from
- PLANET1.3DS) and includes a cloud layer.
- NOTE: This also includes smoke.sxp as a
- transparent cloud layer around the planet, so
- rendering time will be much longer with the
- clouds.
-
- PLANET3.3DS: Moon-colored planet, created by using the
- GRAYMOON.COL palette file (which unzipped into
- your PROCESS-PATH), with PLANET.SXP to simulate a
- moon texture.
-
- Note that the scaling of the moon in PLANET3.3DS
- is set up correctly for it to be Merged into the
- Editor as a moon of the planet in PLANET1.3DS or
- PLANET2.3DS.
-
-
- _________
- WATER.SXP
-
- WATER1.3DS: Uses WATER.SXP as a texture map only. Note how
- quickly it renders compared to either bump or
- opacity mapping.
-
- WATER2.3DS: Uses WATER.SXP as an opacity map only. Note that
- the red background color in the background
- gradient shows through the opacity map to create a
- turbulent "glowing" effect under the water.
-
- WATER3.3DS: Uses WATER.SXP as a bump map only.
-
- WATER4.3DS: Uses WATER.SXP as a texture and bump map.
-
- WATER5.3DS: Uses WATER.SXP as texture, opacity, and bump maps.
-
- These water patterns use the 3D Distribution parameter even
- though they're applied to a flat surface. This is because the
- effect of 3D Distribution is less regular than 2D. Try changing
- to the method to 2D Distribution to see how the pattern becomes
- more regular.
-
- ____________
- SPLATTER.SXP
-
- SPLATTER.3DS: Uses SPLAT.SXP as a texture map.
-
-
- ___________
- SPECKLE.SXP
-
- SPECKLE.3DS: Uses SPECKL.SXP as a texture map.
-
-
- __________
- PLASMA.AXP
-
- Plasma objects should always be rendered with a wireframe
- material due to the thin-ness of the actual lightning arcs.
-
- PLASMA1.3DS: Uses PLASMA.AXP to simulate a static-electricity
- generating device. It's parameters are set to a
- low "Max degrees per frame walk" value for the
- lightning arcs. Animated NOISE2.SXP is used for
- the center sphere in the device.
-
- PLASMA2.3DS: Render from the Keyframer only. Uses PLASMA.AXP to
- simulate a spherical "plasma orb" filled with
- lightning. A sphere surrounds the effect, made
- with animated NOISE2.SXP and an outside
- transparency falloff material. (Note: Try
- putting this in front of a starfield layer in
- Video Post for a more "spacey" effect.)
-
- If you've got the GLOW.IXP filter from IPAS Disk
- #1, you can get great glowing lightning effects
- with PLASMA arcs. With PLASMA2.3DS, try glowing
- off the Hue value of 169.
-
-
- There are no sample files for:
-
- XMAS.PXP
- SPHIFY.PXP
- CRUMPLE.PXP
- FLIP.IXP
- CLAMP.IXP
-
- [end]
-
-