home *** CD-ROM | disk | FTP | other *** search
Text File | 1991-09-07 | 132.9 KB | 2,553 lines |
- The Imagine Compendium, version C
- (8/27/91)
-
- ImagineComp: General articles, posts, and miscellany
-
- edited by Sandy Antunes (antunes@astro.psu.edu)
-
- ======================== INDEX ==========================================
- (new entries are in lowercase, old (version B) entries are all capitals)
-
- a. Intro to this edited compilation, by myself (Sandy Antunes)
- b. Intro to the Imagine mailing list, by Steve Worley
- c. Comment by Colin Stobbe
- 1. Accelerating a Rotating Object, by Jim Lange:
- 2. ANTI-ALIASING (and the jaggies), by Steve Menzies:
- 3. ATTRIBUTES- fixes, by Dave Schreiber:
- 4. ATTRIBUTES- LIST, by Steve Worley:
- 5. ATTRIBUTES-some sources for, by Mark Thompson:
- 6. ATTRIBUTES- set to zero, by Dave Schreiber
- 7. Avoiding Intro pic, by Duane Fields:
- 8. Avoiding Intro pic II, by Steven Webb:
- 9. BACKDROPS/FRONTDROPS, by Steve Worley:
- 10. BAR COMMANDS, by Jim Lange:
- 11. BEVELLED EDGES I, by Steven Webb:
- 12. BRUSH WRAPS I, by Bill Squier:
- 13. BRUSH WRAPS II, by Mike Halvorsen:
- 14. BRUSH WRAPS III, by denbeste@ursa-major.spdcc.com:
- 15. BRUSH WRAPS IV, by Scott Sutherland:
- 16. BRUSH WRAPS V-- a corrosion brush wrap, by Matt Feifarek:
- 17. BRUSH MAPS, by Steve Worley (a treatise on the subject):
- 18. BUMP MAPPING, by Udo Schuermann:
- 19. BUMP MAPPING II, by Sean Schur:
- 20. BUMP MAPPING III, by Mark Thompson:
- 21. CAMERA FOCAL LENGTH, by Richard Nollman:
- 22. CAMERA FOCAL LENGTH II, by Udo Schuermann:
- 23. Changing World Size II, by Udo Schuermann:
- 24. Clouds and Fog, by Marc Rifkin:
- 25. Complex Models, by Steve Worley:
- 26. CYCLE/DETAIL GROUPS, by Helge Egelund Rasmussen:
- 27. Extruding along a path, by Sean Schur:
- 28. Filter Brushes, by Udo Schuermann:
- 29. Fracture, Split, and Taut in Detail Editor, by Steve Worley:
- 30. GLASS- The Art Of Glass, by Steve Worley:
- 31. LASERS & SPECIAL EFFECTS I, by Sandy Antunes:
- 32. LASERS AND SPECIAL EFFECTS II, by Edward Chadez:
- 33. Light Brightness, by Steve Worley:
- 34. Light Placement, by Don Whitaker:
- 35. MERGE, by Steve Worley:
- 36. METALS, by Mike Halvorsen:
- 37. METALS II, by Mark Thompson:
- 38. Mirrors, by Steve Worley:
- 39. Morphs, Mark Thompson:
- 40. Movement control, by Steve Menzies:
- 41. PATHS I, by Stephen Menzies:
- 42. PATHS, by Steve Worley and Rick Rodreguez:
- 43. Planets made by Imagine, by Steve Worley:
- 44. QUICKER RENDERING, by Steve Worley:
- 45. RENDERING TIMES, by Stephen Menzies:
- 46. RESIZING (AND AVOIDING SPIKES), by Scott Sutherland:
- 47. RETRACKING THE CAMERA, by ???????:
- 48. ROTATING, by Udo Schuermann:
- 49. Shadows on mapped surfaces, by Steve Worley:
- 50. SKIN, by Kevin Goroway:
- 51. SLICE I, by Kevin Goroway:
- 52. Slice II, by Colin Stobbe;
- 53. SNAPSHOT I, by ?????:
- 54. SNAPSHOT II, by Scott Sutherland:
- 55. Starfields I, by Matt Feifarek:
- 56. Starfields II, by Juan Trevino:
- 57. TEXTURE AXIS, by denbeste@ursa-major.spdcc.com:
- 58. TEXTURES, by Steve Worley (a full treatise on the topic):
- 59. Wall Paintings, by Udo Schuermann:
- 60. Walls I, by Mark Thompson:
- 61. Walls II, by Steve Worley:
- 62. WORLD SIZE I, by ???????
- 63. World Size II, by Steve Worley:
-
- ----------------------------------------------------------
- (in second part, ImagineAppendix)
-
- APPENDIX A: DETAIL TUTORIAL (by Steve Worley)
-
- APPENDIX B: FORMS TUTORIAL (by Steve Worley)
-
- APPENDIX C: VIDEOTAPE
- i) dumping to videotape
- ii) comments on dumping to videotape
- iii) more comments on dumping to videotape
- APPENDIX D: CENTAUR TAPE:
- i) review
- ii) second review
- APPENDIX E: SURFACE MASTER
- i) Advertisement
- ii) Review 1
- iii) Review 2
- iv) Additional Details
- APPENDIX F: TTDDD (an excellent shareware package).
- i) getting coordinates with TTDDD.
- ii) making threads.
- APPENDIX G: WAY COOL PROJECTS
- i) extruding picture
- ii) rolling sphere
- iii) 3-D font
- APPENDIX H: Credits and email addresses
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- a) Introduction to this compendium, by Sandy Antunes:
-
- Hello. Welcome to the third version of the Imagine Compendium.
- This collection consists of postings to the imagine mailing list, and is
- clearly at book length at this point. It is an edited, indexed, and
- condensed subset of the 621,681 byte (compressed!) complete archives
- which are availible in their entirety at hubcap.clemson.edu. It represents
- many people's suggestions, advice, and ideas. This posting is freely
- redistributable except that it may not be sold or distributed for profit.
- I have tried to keep citations of the original authors with each posting.
- However, I have edited many of the postings, most notably in taking out
- chunks of intro header, quoted earlier postings, and .sig files (and a bit
- of spelling errors). I take responsibility for any muddling of information
- this may cause. Neither I nor the original authors are liable for damages,
- however-- you use this collection at your own risk. :)
- If anyone notices an error or an incorrect citation, please email me
- (antunes@astro.psu.edu) so that I may change this for future versions.
- Also, if you want to take over this editing project for future years, please
- let me know, as I am entering my thesis work and may not have time to keep
- this up.
- In general the latest version will be posted to abcfd20.larc.nasa.gov
- (128.155.23.64) in the /incoming/amiga directory and to hubcap.clemson.edu
- (130.127.8.1) in the /pub/amiga/incoming/IMAGINE/TEXT directory, under the
- name ImagineComp##x.lzh, where ## is the year of that edition and x is the
- version: a,b,c, etc. I will announce when a new version is posted to the
- imagine mailing list. I do not expect to update this terribly frequently,
- perhaps every few months.
- There are two sections, kept seperate to make reading easier. The
- compendium is lharced to save on space and make distribution easier.
- The main body is "bread and butter" Imagine advice. The second section
- contains the appendices, consisting of Steve Worley's Detail and Forms
- tutorials, imagine-related topics and projects, as well as a list of
- contributor email addresses. All material should be current with the
- latest release of Imagine 1.1. The Index is exactly like the respective
- section headings, so you can use grep, editor searches and the like to skip
- through this document. ImagineComp.91b headlines (the previous version)
- are all in upper case; the newer entries are lower cased. Therefore, if you
- merely wish to update your version, attack this at will with a text editor
- to cut out the reruns.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- b) (old) Intro to the Imagine Mailing List, by Steve Worley
-
- "I am Steve Worley, an MIT student, and I created and maintain this
- list. The list began the last week of January 1991, about 3 weeks
- after I got Imagine and wanted a forum to discuss problems, questions,
- and tricks for this wonderful piece of software. [Wonderfully
- frustrating, sometimes!] The list is alive and well, with roughly 6-12
- posts a day.
- Membership of the list is at 174 as of this morning, and I add about
- one person a day. Near the beginning of April I'll post another invite
- on c.s.a.graphics, which might net about 30-50 more. We recently
- passed the 450 message mark.. we should have a party or something for # 500.
- Anyway, for those new to the list, you probably realize that this is a
- discussion group about Imagine, Impulse's ray-tracer and modeler for the
- Amiga. Tips, questions, answers, comments, complaints, bug-workarounds,
- and anything somewhat pertaining to Imagine is fair game. This includes
- DCTV/Colorburst questions (what a thread!), Lightwave comparisons
- (Ask Mark Thompson), removable media drives (for big anims), and reviews of
- Vista (Virtual landscapes in a box), which are just a few of the tangent
- subjects that I remember seeing discussed on the list. They're all fair
- game, though baseball stats are probably a bad thread to start.
- Probably the highest volume traffic is question and answer- "My objects
- don't all render in trace mode, but it's fine in scanline. Whats up?"
- There are a lot of people on the list at different experience levels,
- and if you've been reading you realize there is a lot of support out
- there. DO NOT BE AFRAID TO POST TO THE LIST! Even the most experienced
- users might not have thought of your idea or question before, and
- everyone benefits from the discussion. Odds are you'll get help and
- advice- remember the ideas that came our from Mark Mane's (sp?) idea
- about a walk through of a house? There were about 8 posts giving
- suggestions, and pointing out possible path and lighting problems and
- fixes for them.
- How do you send something to the list? It's pretty easy. You just send
- mail to "imagine@athena.mit.edu" as the recipient's name. Your letter
- is copied 171 times and mailed to everyone on the list. That's it! If
- you want to deal with administrivia like adding/subtracting a name on
- the list, mail me personally, spworley@athena.mit.edu, and I'll try to
- help out.
- One danger- if you REPLy to a mail message from the list, you are
- probably NOT sending a copy to the list, but only to the original
- owner. To post a followup to the list, either compose a new letter,
- or remember to change the "To:" line in the reply to
- "imagine@athena.mit.edu", unless of course you WANT a private reply.
- Occasionally when you post, you might get a very strange bounce message,
- from a place you've never heard of before. These are problems caused
- by users with buggy/lame/confused mailers that I've added to the list.
- When the mail sent to them is bounced, their brain-dead mailer doesn't
- send the bounce to the SENDER (the Imagine server) it sends it to whoever
- is in the "From:" line (you!). If you get these when you post, you can
- ignore them. (If you're worried, wait until you see your message appear,
- usually about a 24 hour turnaround) You can also send me personal mail
- if you like- I keep culling the bad addresses (from users I've just
- added) and it might help. Summary, though- don't worry about the bounces
- from stuff you send, as long as you see your message appear on the list.
- There are two semi-archives of this mailing list, and two FTP sites where
- you can find them. The archives are found at hubcap.clemson.edu as well
- as ab20.larc.nasa.gov. In addition to these excerpts, there are also a
- couple of megs of Imagine objects (That I converted long ago) as well
- as some other fun things, like a Vista landscape, a new Imagine icon, and
- a complete project called "Castle" by Helge Rassmussen. I have in my
- own account a COMPLETE archive of all the messages, and someday I might
- even edit-assemble them together.
- One last note- this list and its messages are completely
- distributable. A couple of BBSes carry our discussion, and a few "members"
- of the list are actually mailing lists in their own right. Feel free to
- copy or distribute the info on the list, as long as you 1) credit the
- authors of individual messages (keeping their names is all you need) and
- mentioning the source, the USENET Imagine Mailing List,
- imagine@athena.mit.edu. That's it!
- Remember, don't be afraid to post! It's free! It's fun!"
- Keep on rendering,
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- c) Positive Comment and Great Attitude from Colin Stobbe:
-
- (the following was one of the responses to the aforementioned house project)
-
- "Hello,
- In regards to your 'housing project', it sounds like an interesting
- idea. Don't let anyone tell you it's 'far far to big a project for a
- beginner', however. When I first got Turbo Silver, people told me that
- what I was attempting was too ambitious, but I did it anyways, learned
- a lot about the program and won 1st place in the local user groups
- animation contest. I don't know about anyone else, but I don't really
- learn when I'm just doing really simple things, by trying something
- 'too hard for me', I may not accomplish it, but at least I'll learn alot."
- Colin Stobbe
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 1. Accelerating a Rotating Object, by Jim Lange:
-
- Here is another way to accelerate a rotation. Create a small circular path
- (can be an open path, but you'll need more than two axes), then scale it so
- it is very small, then attach your sphere to this path and set the alignment
- bar to 'align to path'. The idea is that the sphere will not move
- perceptibly from it's fixed position, but it will rotate as it follows the
- path. You can then apply whatever acceleration you wish. I am using this
- technique for a swinging pendulum effect.
-
- Actually the path doesn't have to be tiny to eliminate non-rotational motion,
- just offset the sphere axis to match the radius of the curve. Thus if the
- curve radius is 1 unit and counter clockwise, then the sphere axis should be
- moved 1 unit on the X axis. The Y axis will then align with the path and the
- true center of the sphere will remain at the center of the path.
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 2. ANTI-ALIASING (and the jaggies), by Steve Menzies:
-
- >Question 3 (last one for now): I noticed the dreaded jaggies on the mirror
- >ball that fills the screen mentioned above. Is there anything I can do to
- >avoid them? I had thought that closeups on spheres (even in ham resolution)
- >made it easier for the software to compensate for jaggies (more pixels in
- >the curve). Will 24-bit rgb color (Colorburst) seriously reduce the jaggies
- >even in HAM resolution (320x400)? (R. Nollman)
-
- 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 everyso 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.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 3. ATTRIBUTES- fixes, by Dave Schreiber:
-
- I've noticed areas of discoloration on objects of mine as well. I've found
- that going into the attributes editor and reseting all the unused attributes
- to zero solved my problem (for example, as part of a recent still-life,
- I made a flat box with a wooden texture. The only attributes I set were
- color, dithering, and Texture 1. When I rendered the image, one face of
- the box was purple. I went back and set set the other attributes to zero
- explicity; the box then rendered perfectly). It appears that there is
- a bug in Imagine's `defaults' handling that causes weird things to
- happen if attributes aren't explicity set.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 4. ATTRIBUTES- LIST, by Steve Worley:
-
- Here are some nice attributes: use them as you will:
-
- Black Gloss: (fururistic- looks sleek. Shine & reflect can be boosted.)
- Color 15 15 15
- Reflect 40 40 40
- Filter 0 0 0
- Specular 255 255 255
- Dither 255
- Hardness 200
- Roughness 0
- Shininess 100
-
- Brick (red clay with mortar type) ->very nice.
- C 112 11 5
- R 0 0 0
- F 0 0 0
- S 155 70 31
- D 255
- R 118
- Sh 0
- Brick Texture:
- Size 24 14 5
- Mortar: 1.1
- Xshift 12 12
- Zshift 2.5
- mortar color 60 60 60
-
- Chrome (mediocre quality, needs tweeking)
- C 60 60 80
- R 240 240 255
- F 0 0 0
- Sp 240 240 255
- Dith 48
- hard 247
- rough 0
- shine 177
-
- Glass (beautiful! has just the right tint)
- C 31 28 86
- R 45 45 65
- F 235 235 255
- Sp 255 255 255
- Dith 48 ?
- hard 230
- Rough 0
- Shine 0 <=- CRITICAL
- Index of Refr 1.50
-
- Sandstone (great color, surface. Bands from wood texture can be played with)
- Color 152 94 70
- R 0 0 0
- F 0 0 0
- Sp 197 76 74
- dith 255
- hard 43
- rough 125
- shine 0
- texture: wood
- colr 118 50 30
- ring sp 10
- expon 7
- variat .97
- random seed (pick!)
-
- Battleship grey paint (neutral. OK.)
- color 104 104 104
- Ref 30 30 30
- F 0 0 0
- Sp 130 130 170
- dith 255
- hard 162
- rough 10
- shine 30
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 5. ATTRIBUTES-some sources for, by Mark Thompson:
-
- To truly mimic materials such as the ones you mentioned requires calculations
- and parameters that most renderers do not take into account due to both
- user complexity and computational expense. For a really good discussion
- on this topic including a survey of common rendering equations and a possible
- solution see the November 1990 IEEE Computer Graphics & Applications article
- "A Realistic Lighting Model for Computer Animators" by Paul Strauss.
- However, Imagine does have have enough available parameters to do a fair
- job. "Illumination and Color in Computer Generated Imagery" by Roy Hall is
- an excellent book for describing the problem of realistic surface rendering
- and has a number of tables, plots, and guidlines for rendering various
- materials. In Hall's book, he references Purdue University (1970)
- "Thermophysical Properties of Matter", Thermophysical Properties Research
- Center, for the various spectral curves and data for a multitude of
- materials. Another possibility would be to check the book written for
- Turbo Silver users (I think its by Victor Osaka but I'm not sure) but
- I don't know if it covers this topic. Finally, a good rule of thumb for
- metals is to keep the spectral and reflected colors close to the surface
- color, don't overdo the reflectivity, and use a moderate hardness.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 6. ATTRIBUTES- set to zero, by Dave Schreiber
-
- I've noticed areas of discoloration on objects of mine as well. I've found
- that going into the attributes editor and reseting all the unused attributes
- to zero solved my problem (for example, as part of a recent still-life,
- I made a flat box with a wooden texture. The only attributes I set were
- color, dithering, and Texture 1. When I rendered the image, one face of
- the box was purple. I went back and set set the other attributes to zero
- explicity; the box then rendered perfectly). It appears that there is
- a bug in Imagine's `defaults' handling that causes weird things to
- happen if attributes aren't explicity set.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 7. Avoiding Intro pic, by Duane Fields:
-
- No problem, just load "Imagin.pic" into Deluxe Paint (or whatever), and clear
- the screen. Now save over. What you have is a blank picture with the same
- pallette as before! Loading time is next to nothing!
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 8. Avoiding Intro pic II, by Steven Webb:
-
- Hello.
- I made a picture that loads 50-70% faster than the old Imagine picture.
- It's on Hubcap in the MISC directory. Hope you like it!
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 9. BACKDROPS/FRONTDROPS, by Steve Worley:
-
- Does anyone have a good way of making backdrops or frontdrops for a scene?
- These are flat images that you want to put in back of (or occasionally in
- front of) a scene. For example, you might have a nice jungle picture, and
- you want to make a three-d tree with a parrot in it in front of this
- simple picture. The use is pretty obvious, the application is not.
- The best way I've come up with to make a backdrop is the obvious one. You
- take a plane (or ground for that matter) and color map the image onto it.
- Then just sorta prop it up in the back of your scene, using the camera view
- in the stage editor to get the position and size right. You should be
- careful to keep the specular colors OFF (otherwise you'll get flat
- highlights on a supposedly 3d scene).
- This works all right, but shadows fall on the backdrop look just like
- they're falling on a flat wall, destroying the illusion.
- Frontdrops are a bit tricker. You create a plane, and colormap the image
- onto it. However, you should make a SECOND copy of the plane that is black
- where there is a real image and white where its just background. You then map
- this onto the SAME plane, as a TRANSPARENCY map. This means that the
- airplane or whatever you're composting in front will be opaque, and have
- colors like an airplane. However, the outline around the airplane is
- perfectly transparent, so you can't see it at all. Helge Rassmussen
- used an effect like this in his Castle anim (the trees), and it works.
- Its not perfect, but it's a quick and dirty solution.
- Problems with this method are the same with the backdrop- shadows on
- it look stupid, shadows it CASTS look stupid, and highlights destroy it.
- Any ideas, people? Of course the real answer is a 24 bit paint program.
- Unfortunately, I don't have one...
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 10. BAR COMMANDS, by Jim Lange:
-
- Each of the "Bar" commands in the menu have the effect of breaking the
- corresponding bar in the Action screen. So if you move an object in a frame,
- in order for it to become a key frame select Position Bar and in the Action
- editor the position bar for the object will be split at that frame.
- Alignment Bar has the same affect when you want a new alignment (rotation)
- to be registered. In your case, the camera must be manually aligned first
- then Alignment Bar will create a new key frame by splitting the alignment
- bar. You still must do the Amiga-C <Return> step to realign a camera that
- is tracking an object, however.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 11. BEVELLED EDGES I, by Steven Webb:
-
- bobl@graphics.rent.com (Bob Lindabury) writes:
- >Am I missing something here or wouldn't it be just as easy to make a
- >copy of your outline of a letter object in Imagine, shrink it say 10
- >points and then move it in the Y direction 10 points and then skin
- >between the two or manually create the edges and faces?
-
- Well, at first glance, your method SHOULD work, but we don't want a smaller
- copy of our original, we want a skinnier one (or a thicker one), and this
- brings up our original problem with "skinning" two objects with a different
- number of points, as Steve Worley posted here a few days ago.
- basically, the act of making "bevelled text" is taking the sharp 90-degree
- corner that is made if you consider the face of the letter one ray of the
- angle and the extruded faces the other ray, and changing it to make it two
- 45-degree angles. In drafting terminology this is called "chamfering" and
- can be done at all sorts of angles, not just 45 degrees. In super-computing
- graphics this produces a nice "machined"-look for letters, and more chances
- for HIGHLITES! Let's pretend that the figure below is an extruded "o" - and
- we chopped off the outside "sharp" angle of the letter (usually, the inside
- would be chopped too, but as for the limitations of ascii text/graphics,
- I'll leave it as shown.
- _______________ ______________
- | | /| |\
- This is | - - - - - | |-| - - - - |-|
- the text| | <- center of "o" -> | | | |
- face | - - - - - | |-| - - - - |-|
- |_______________| \|____________|/
- These are the
- extruded faces.
- (BEFORE) (AFTER)
-
- If we just used the "shrinking" method that Bob mentioned above, the hole
- would also be shrunk, and we would get ourselves a 'cone' effect.
- So, to be completely redundant & longwinded, I'll wrap-up.
- As Steve Worley stated, the method of making bevelled or chamfered text
- is greatly inhanced by the use of DPaintIII's Outline/Trim function. Make
- two brushes for the IFF/ILBM conversion in Imagine. One normal one, and one
- trimmed or outlined.
- Now you have the two out-lines in Imagine with different points. Make
- both of the outlines the same size and add or delete points so that you have
- two outlines with the same point count. Re-size the one that was shrunk or
- enlarged originally. Skin the two outlines, add faces for the front face,
- mirror it, and add the extrusion.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 12. BRUSH WRAPS I, by Bill Squier:
-
- I had similar problems wrapping brushes on to flat planes until I
- discovered something that the manual isn't too clear on. Try the
- following example yourself to illustrate the (serious) caveats of brush
- mapping (example assumes default function key mapping):
- In the detail editor:
- Select Add/primitive/Plane, and except the default plane configuration.
- Select it with [F1], and edit its attributes with [F7].
- Select [] Brush 1, and an appropriate IFF from the requester.
- When the Axis editing requester appears, select "Edit Axis".
- A yellow square appears in the "Front View", and a line in the other two
- views.
- Press [M] to move the axis, and drag it (in the Front View) so the center
- point is just outside of the lower left hand corner. The "Front" display
- will now look something like:
-
- z
- ---------
- | : |
- | : |
- | .===|x
- --|-- |
- | | | |
- | .==-----|
- | |
- -----
- Where the smaller square is the yellow brush axis. Note also that in
- the top view, the two X axes are directly on top of each other (you may
- have to be zoomed in before you begin to see this). Here lies the first
- problem. Apparently, in order for Imagine to wrap the brush correctly
- on to a surface, the brush axis must be offset slightly to one side or the
- other. Before we do that, SCALE the brush with the "S" command so that
- the top right quadrent (the positive axes) encompass the entire plane.
- Now go to the top window and MOVE the yellow x-axis to at least 1 pixel
- below the orange axis. You'll note that it also moves one pixel in
- front of the orange axis in the right view. It is important that you
- remember which face is the "front" of your plane. In my test renderings
- you see a blotchy-patchy IFF from the other side. You will see this
- same problem on both sides if you let the X axes sit on top of each other.
-
- With all of that completed, press the space bar to return to the
- requester, and select [OKAY] to return to the Attributes requester. To
- get the best image, turn "Dithering" way down (I usually set it to
- zero), and select [OKAY]. Save your object, and move to the stage editor.
- At this point, the only thing you have to remember is which was the
- "front" of your object, and make sure the camera is pointing at it.
-
- For other objects, just remember that the positive portion of the brush
- axes is the part that contains the image. It is this top right quadrant
- (from the Front view) that must be enlarged and centered on the object.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 13. BRUSH WRAPS II, by Mike Halvorsen:
-
- First off there are three basic kinds of wraps and they all have to do with
- the axis of the brush itself. These types are:
- Wrap X and Wrap Z, Wrap Z Flat X and Flat X Flat Z. You may notice that It
- seems that I have left Flat Z Wrap X out, I hardly ever use this type because
- I can do the same thing with Wrap Z aand Flat X.
- The brush that is loaded when you tell it to assign a brush to an object is
- brought in at the center of the axis. IT is mapped in from the center and
- moves outward in the positive direction of the Z and X axis. The Z is the
- vertical of the picture and the X is the Horizontal of the picture.
- The simplest wrap that you can do is the Flat X and Z. It truly is the
- easiest of them all.
- Assume for a moment that you want to put a picture on a flat object, this
- object could have depth to it or it could be a single pixel in depth, it
- makes no real difference.
- You assign the brush ( IFF picture) that you want in attributes requester,
- then go to edit axis. The frist this that you want to do is move the
- axis of the brush to the lower left corner of the object. This assumes that
- the object is a simple flat object that is oriented as the axis is, by this I
- mean that it looks like a wall in the front view as opposed to lying down
- like a plate on a table. The Z axis of your brush should run right up the
- left side of the flat object and the X axis should be just below (two or
- three pixels.) the flat object. Now you must scale the Z and the X axis to
- be slightly larger than the object itself. If you had a square that was
- 100 by 100 units then the brush axis might be 105 by 105. In this manner
- you can be sure that when you palce the brush axis at the lower left hand
- corner of the flat object that it will cover it like a blanket. All of this
- can be done from the front view. When you scale an axis in Imagine you must
- be in the LOCAL mode not WORLD mode. Repeat,,,,, LOCAL, get to this mode
- after you choose, scale and then choose local. Only the aixs will grow when
- you do the scale and the bounding box will just hang out and look stupid.
- >From the right view you must move the axis negative in Y, just a couple of
- pixels. THis moves the brush off the face of the object so that it dosen't
- get stuck on the objects face plane and look just horrible.
- In Turbo Silver you never had to worry about the size of the Y axis. In
- Imagine you DO. The Y axis defines the depth of the brush or map. If you
- want to make a decal on something that has more than one side or depth, say
- the side of a truck. You want to put your companies logo there, but you
- only want it on one side. No problem, position the brush axis where you
- want it to appear and then decrease the size of the Y axis to be smaller than
- the depth of your object. It will appear on one side of the object and not
- the other.
- This is also where it seems that many folks are getting all horsed up when
- they try to make what I call, World and Can wraps using the wrap Z option.
- To make a world wrap (make a sphere look like earth from outer space) you
- first need a good map image. (even if you have a bad image the same applies)
- With the brush assigned to your object move the axis to a couple of pixels
- below the sphere, scale the Z axis in LOCAL mode to be just a bit larger
- than the sphere itself. From the fron view it should look like a line from
- the bottom of the sphere to the top right in the middle of the sphere. OK
- now scale the X axis to be from it present location just slightly larger than
- half of the sphere. It should be a couple of pixels larger than the radius
- of the sphere. NOW Pay attention my friends. If the Y axis is larger than
- the sphere what do you think will happen ? Of course, you just learned that
- the Y axis has DEPTH and if you make it larger than the sphere it is going
- to do something that you won't be able to see. It is going to wrap the
- image at the end of the Y axis and if the axis is larger than the object,
- it is going to put the picture wrap outside of the object, in no wrap land.
- To make this go away all you have to do is make the Y axis smaller than the
- object. I just make the axis 1 or 2 units in size and forget about it.
- Make sure that you choose Wrap Z Flat X or Wrap Z Wrap X. You can decide
- which you like better for planets and other heavenly bodies.
- The last kind of wrap is the CAN wrap as I call it. You know where you want
- to wrap the coke logo around a tube or can like object. Do the same thing
- for the CAN wrap as you did for the sphere or global wrap. Position the
- brush axis in the same place and make sure that the size of all the axis are
- the same as in the sphere wrap. The only real difference here is to make
- sure that you only choose Wrap Z Flat X, all other wraps will look real
- spooky. See now that wasnt so bad was it. I hope this will help you in your
- journeys through your own imagination. The best answer to all questions
- that pertain to Imagine is ...... EXPERIMENT, EXPERIMENT and do it again.
- Like you I have learned the same way that you are now learning. I tried
- and tried and then did it again. I dont think much about it anymore cause
- I have found what I like. You need to do the same.
- Have Fun and ENJOY
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 14. BRUSH WRAPS III, by denbeste@ursa-major.spdcc.com:
-
- Reading of the trials and travails some of you are having with wrapping
- labels on Coke cans, I decided to try it for the hell of it.
- Anyway, I didn't have any Coke label IFF's so I used a Sports Illustrated
- swimsuit IFF I had lying around - and got it working.
- After I post this, I'll be uploading an archive containing a working wrap
- that you can look at. One thing I found counter-intuitive:
- If the tube is one from the "primitive" menu, then it is symmetrical by
- rotation around Z. In that case, the proper settings are:
- Flat X
- Wrap Z
- The size of the brush is also somewhat counterintuitive:Given these settings,
- the X size of the brush doesn't matter: The IFF is stretched to meet on the
- back of the tube no matter what the brush X size is.(Except that for
- reasons I don't quite understand, sometimes when I set it big the brush
- went away entirely. So I didn't change it from its default size.)
- However, the Z size is extremely important, as you'll see if you examine my
- object.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 15. BRUSH WRAPS IV, by Scott Sutherland:
-
- While I do NOT profess to be an expert on brush wrapping, let me
- tell you what I can from 1) experience and 2) and article by Leo Schwab
- in an old issue of .info (I'll look up the issue and page number if anyone
- wants, but I THINK that it is the first or second PURELY AMIGA issue).
-
- The axis placement for Flat X, Flat Z is CORRECT. However, the axis
- placement you used for the other three is what is causing the problem. Think
- of it like this. Imagine (no pun intended ;^) a soda can which is
- cylindrically symmetric about the Z axis (standing upright in the FRONT view
- of Imagine). You want to wrap a Label about it. To do this you want to
- take advantage of the cylindrical symmetry. Below I will also draw spheres
- for comparison with the original posted question.
-
- CAN: Flat X, Wrap Z
- Z
- --|--
- | | |
- | | | Front View
- | | |
- | | |
- | | |
- ---|---
- -----X
-
- Y
- |
- -
- ( |_)__X Top View
- -
-
- CAN: Wrap X, Flat Z (Note: not appropriate for putting a label on a can):
-
- Z
- | -----
- || |
- || | Front View
- |________X
- | |
- | |
- | |
- -------
-
- Y
- |
- | -
- |(---)-X Top View
- -
-
- For spheres it is basically the same:
-
- SPHERE: Flat X, Wrap Z:
-
- Z
- |
- -
- ( | )
- _
- +-----X
-
- Y
- |
- -
- ( |_)__X
- -
-
- I'll leave out Wrap Z, Flat X for spheres. PLEASE NOTE THE FOLLOWING. Some
- of the above diagrams are misleading because of limitations in ASCII graphics
- representations. One, the Bottom of the Z axis in the FRONT view of both
- examples of Flat X, Wrap Z should be JUST below the object's lower extent
- (Z). Secondly, the Top of the Z axis in these two views should be JUST above
- the top if the object's upper extent (Z). The X axis in these two examples
- should extend JUST beyond the outer X dimension of the object (although
- I've heard differing opinions on this point). FINALLY, as you may have seen
- here before, the Y-axis dimension (see TOP View) in Imagine HAS an effect
- on the wrapping process (apparently not true in Turbo Silver). Set the Y
- axis length to 1-2 units just to be safe.
-
- Definitely Check out Leo's article. It IS for Turbo Silver, but the images
- he shows are FANTASTIC as conceptual aids for understanding what these
- wrapping modes do. I reproduced all of the images in both TS and Imagine.
- As for Wrap X, Wrap Z, I do NOT know why this was included in the software,
- as I have found NO use for it. Leo was just as baffled. Any comments???
- Hope this helps. Let me know if you need the .INFO issue number.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 16. BRUSH WRAPS V-- a corrosion brush wrap, by Matt Feifarek
-
- I have found a neat way to make corrosion on imagine. I saw a
- renderman picture of a teapot (what else?) that looked like it was made out
- of old, rusty wiring. I duplicated it pretty well with Imagine with a
- combination of bumpmapping and transparency mapping. Here's what to do:
- 1. Go into Dpaint III; hires-interlaced; grey scale palette
- 2. Pick a brush from the top of the toolbox... the second to largest round
- one should work well.
- 3. Draw a big angled mess with white on the screen. Try to leave lots of
- relatively large holes (quarter sized or so)
- 4. grab the screen or the portion of it that you scribbled on as a brush
- 5. pick the next grey closer to black from white... press 'o' to outline your
- brush. Pick next grey, 'o' etc... until at last grey before black.
- This is why you want to leave some holes... so the outlining will not
- seal off all of the "hollow" areas.
- 6. you should now have a wiry-mess brush with VERY soft edges. This is your
- bump-map (altitute map in Impulse's non-standard lingo )
- 7. save into your materials/bitmaps directory or wherever as corrode.bump
- or something
- 8. open palette swap color 0 and color 1 (black and white). exit palette,
- press F2 for color mode, your brush should be black with white holes.
- reduce the screen format to two colors, save brush as corrode.filt.
- 9. exit DPIII; open Imagine
- 10. make your object ( this example a sphere... you therefore may wish to
- change the wrapping params for planes etc. ) and open it's attributes
- 11. choose a color that you think is rust... not to hard or specualar...
- rusty metal isn't shiny. MAKE SURE "SHINYNESS" is off... this
- causes a bug that apparently disables ANY transparency (fixed in 1.1?)
- 12. brush 1: corrode.bump; wrapX,Z ( this is up to you... but both images
- MUST have the same exact mapping coords/params etc. )
- 13. brush 2: corrode.filt; wrapX,Z ( or same as what you put for other image)
- 14. Save object and let her rip!
- What happens is:
- The bump map makes indentations with reversed plateaus into the
- object, and the filter map makes those plateaus transparent. The objects
- axis should probably be reduced to tone down the indentation caused by the
- bump map... experiment here. Color mapping can be played with of course...
- if you don't want rust, use a color map, or use a procedural "Texture"
- map... a wooden sphere with holes carved out of it would be neat!
- This is just another example of how texture/brush mapping can fake
- what would normally be an incredibly huge object that would be inconceivable
- to try and model.
- Experiment away! Tell me of any neat variations, or improvements you find!!
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 17. BRUSH MAPS, by Steve Worley (a treatise on the subject):
-
- Textures are not the only way to add detail to an object. A more
- direct, less elegant, but more personallizable method is to use brush
- maps. Brush maps are ways of taking standard Amiga pictures (sometimes
- called IFFs, though pictures are a subset of the Interchange File
- Format) that can be placed "by hand" on your object. In its easiest
- incarnation, you could brush map a picture of your face onto a flat
- plane, put a frame (using wood texture! ) around it, and you have a
- virtual art piece. In its most complex incarnation, you could take a
- set of 40 256-level intensity maps saved as IFF24s and tile them
- endlessly on a plane during a 40 frame anim, and have the map pixel
- intensity create reflections and highlights from the flat plane just
- like it was really an animated, wind-wave covered ocean.
- Brush maps can give objects the same four characteristics that
- textures can- surface color, reflection, transparency, and surface
- orientation. Going back to the "my face in a frame" example, a color
- map is straightforward. A reflection map will reflect the color and
- intensity of light corresponding to the map- in other words, a black
- map would make the picture in the frame reflect no light, a white map
- would make the picture a mirror, and a yellow map would make only
- yellow light reflect. [The yellow example is not strictly true.. the
- yellow-mirror would reflect green and red light, which combine to make
- yellow]. Transparency (really filter) is similar. Black is opaque,
- pure white is the clearest crystal, and yellow would let yellow light
- though. An example given by Rick Rodriguez in his manual is that a
- filter map of your face applied to a plane would be like a
- stained-glass window. You could have fun with that. Note that
- transparent objects have an index of refraction, which is set in the
- attributes requester. See my article, "The Art of Glass" for a much
- more detailed discussion on transparency.
- The last brush type is altitude, which is a bit more tricky. Here, the
- IMAGINE MANUAL IS COMPLETELY WRONG! [Sorry, Rick!] The manual
- describes a "displacement map", which is somewhat similar. An altitude
- map just tells Imagine that light hitting the object's surface should
- be reflected, refracted, and specularated (!) as if it hit a surface
- that had a certain shape to it- the shape described by the brushmap's
- intensity. If you mapped a picture with lots of small fuzzy grey dots
- onto a sphere, you would get reflections and light highlights as if
- the sphere had tiny pits in it like an orange. NOTE! The altitude map
- does NOT change the real surface height of your object at all. THIS is
- the difference between a displacement map and an altitude map.
- One option you should use if you're using transparency map is the
- "Full Scale Value" in the brush requester. This allows you to tell
- Imagine how transparent a pure white image should be. If you want pure
- white to be COMPLETELY transparent (invisible) set this number to 255
- (full scale). If you set the number lower, you get full white to
- become opaque to whatever degree you wish. If you're making a stained
- glass window, you might want to set the number to 200 so that people
- can SEE that there is "glass" even where there is a clear pane.
- Impulse's old default was 245, I think.
- Any standard Amiga IFF can be used as a map. This includes all
- pictures saved by Deluxe Paint, the most common picture editing
- program on the Amiga. A format of high color resolutions known as
- IFF24 saves three bytes of color information per pixel and produces
- beautiful color reproduction. These IFF24s can be produced from the
- ToasterPaint, Digi-view RGB saves (only 21 bits, but it is saved as 24
- for compatibility), The Art Department, and many other graphics
- programs. The Art Department is the penultimate tool for manipulating
- 24-bit (and other) images- it can scale, compost, and manipulate
- 24-bit pictures painlessly, as long as you have RAM. [It is NOT a
- drawing program, though] Whatever type of brush you use, remember that
- Imagine can't do magic to your pictures- a 16 color picture of
- yourself is going to look positively cheesy compared to a 24-bit
- picture. For some applications, though, you don't need much more.
- Applying a 4-color logo to an object won't benefit by using a 16
- million color brush - just use 4. Also, higher resolution is obviously
- higher quality, though it's pointless to use a 1000 by 1000 picture of
- a logo- even in a close-up shot, it would be indistinguishable from a
- 640 by 400 picture. Too low a resolution, though will be painfully
- obvious when you render. Depending on how close of a view you use in
- Imagine, you usually don't need more than 320 by 200. Again, this is
- very dependent on how close your camera view is. I've used 100 by 100
- brushes to great effect.
- A fun trick- Imagine can easily _OUTPUT_ IFF24s... you can use a previous
- rendering as a brush map.
- If you are truly interested in making high quality brush maps, you
- should definitely use IFF24s as brushes. If you have DCTV, you have a
- terrific paintbox for editing pictures. Toasterpaint also works, but
- is not pleasant. If you don't have either (like me!), you can use a
- trick that works extremely well. I take a picture to be edited (often
- grabbed with Digiview!) and in Art Department size it to about 900 by
- 600 (this is very RAM limited... grey images can get 3 times as
- large). Then I display the picture in overscan dithered EHB, and save
- this image. Then I power up Deluxe Paint, and edit the picture. EHB
- gives you loads of colors to deal with, so you don't lose too much
- color resolution. [You do lose some!] DPaint can take brushmaps of any
- size [RAM limited!], and editing them is quite easy. With the very
- large scale, individual pixels don't matter much, so I use large
- brushes and the airbrush especially. When you're done editing, I save
- the picture, and use Art Department to resize the image back to its
- original size. For 24 bit pictures of a size of about 128 by 128, the
- quality is terrific! You can see some of the brushes I made posted to
- ab20 and hubcap (the sidewalk and latticework, and my latest brick wall).
- Sources of hi-quality pictures are everywhere. Digi-view is your
- friend- it can make 768 by 480 resolution 24-bit pix. Toaster camera
- frame grabs will give you 24-bit pix at a resolution of 768 by 240. A
- fun source of varying quality images are GIFs. GIFs are a graphic
- picture format, most popular on MS-DOG computers. There are THOUSANDS
- of pictures, most with 256 colors out of 16 million. You can find
- about 1000 with a nice index on the anonymous FTP site
- wuarchive.wustl.edu. I often take these pix and shrink them by 1/2
- and save them as 24-bit IFFs- there's no color loss and the file size
- is much smaller.
- Once you have your map and know what you want to do with it, you have
- to place it on your object. The placement determines the size and
- orientation of the map, as well as how much of the object is
- influenced, and in the case of altitude maps, how much surface light
- is distorted.
- There are three basic types of wrap- a "flat" wrap (Flat X Flat Z), a
- "sphere" wrap (Wrap X Wrap Z), and a "cylinder" wrap (Flat X, Wrap Z
- and Wrap X, Flat Z). Flat will ignore any surface bumps and features
- and just apply itself directly, much like a slide projector would
- project onto a bumpy screen. A sphere wrap tries to encase the object
- in the brush, then shrinkwrap the map onto all of the surface features
- of the object. The cylinder wrap tries to follow contours in one
- direction, but ignore them in another. Think of taking a piece of gift
- wrap, and bending it around so its a hollow cylinder. Then place the
- object in the center of this vertical gift wrap cylinder and push IN
- (but not up or down!) to follow the object contours.
- Placing the maps is sometimes tricky. Mike Halvorson wrote a
- description that was posted about 6 weeks ago, you can find it in the
- Imagine list archives. Also, the green Impulse Winter 1991 bulletin
- had two very useful diagrams. What I'm about to describe is not as
- simple and foolproof as just looking at the 4 simple pictures they
- printed, due to the mere fact that ASCII graphics suck. But I'll try!
- FLAT "WRAPS"
- Flat wraps are the most common and certainly the most controllable
- of the brush map types. Think of having a decal or poster that you
- want to stick onto a wall. Flat wrapping will do just this. A good
- example is trying to put a logo onto the side of a truck- an excellent
- example of where brush maps shine.
- First, you should obviously have your logo picture and truck designed
- and ready. Now, to place the brush onto an object, you should probably
- use the "Edit Axes" mode. This lets you move the axes with the same
- mouse and keyboard commands that you normally use for objects... m for
- move, s for scale, r for rotate, x,y,and z to toggle a direction.
- A danger with editing brush axes is that you want to be in LOCAL mode,
- especially when you are scaling the brush axis in just one direction
- (like you were trying to increase its height, keeping the same width
- and depth.) If you don't scale in LOCAL mode, sometimes your changes
- don't stick. You can check by selecting "Edit Axes" again to make sure
- nothing changes after you're done.
- The axis you are editing has a bit yellow bounding box that is very
- deceiving. THE AREA WHERE THE BRUSH IS ACTUALLY MAPPED IS JUST THE
- UPPER RIGHT QUADRANT OF THIS BOX. The brush is placed with its lower
- left corner right at the center of the axes, and its upper right
- corner at a point defined by the X and Z axes of the brush map axis.
- Got that?
- Z
- +----------^------------+ Front View
- | |xxxxxxxxxxxx|
- | |x Picture xx|
- | |xx Area xxxx|
- | |xxxxxxxxxxxx|
- | +------------> X
- | |
- | |
- | |
- | | <-brush map bounding box
- +-----------------------+
-
- You want to position the axes so that the upper-right quadrant lies
- exactly where you want your brush to lie. If you want your brush to
- cover the entire side of the truck, you'd probably want to make the
- brush a few extra pixels high and wide so that you don't accidentally
- get a border around the edge of your logo.
- The Y axis of the brush map is pretty important as well. It tells
- Imagine how DEEP to apply your brush. Basically, any part of the
- object that falls between the axis origin and the tip of the Y axis
- WILL be colored (or reflected, or whatever). For the truck, you'd want
- to move and scale the brush axis in the Y direction so that the Y axis
- line INTERSECTS one side of the truck but NOT the other. The
- intersected side of the truck would be within the influence of the
- brush map, whereas the other side of the truck would be left alone. If
- you scaled the Y axis to include both truck sides, the other side of
- the truck would get the brush map applied to it as well. [In fact,
- you'd see a mirror image of the brush on the other side, since you'd
- be looking at it in the other direction.]
- Here's a terrible ASCII drawing showing how you'd position a brush so
- that it puts a very small logo on the side of a big rectangular solid,
- like a truck body.
-
- FRONT VIEW
- +-----------------------------------------+
- | | <-Truck body
- | |
- | |
- | ^ X |
- | | |
- | Brush | |
- | axis-> +-----> Z |
- | |
- | |
- | |
- | |
- +-----------------------------------------+
-
-
- TOP VIEW
- +-----------------------------------------+ <-Truck Body
- | |
- | |
- | |
- | |
- | |
- | ^ Y |
- | | |
- +------------------+----------------------+
- |
- Brush-> +-----> Z
- Axis
-
- See how the Y axis only intersects one side?
- That's about it for flat wrapping. It is pretty easy to control where
- the brush gets applied to any object.
-
- WRAP X WRAP Z WRAPS
- -----
- These are the most complex wraps. The Y axis here isn't really used,
- since the wrap is applied to the whole object surface, not just part.
- You want to position the axes so that the Z axis covers the entire
- height of the object... its height should be slightly TALLER than the
- object. The X axis should be thought as a "radius of influence"... it
- should be a little bit bigger than HALF the width of the object. The
- axis should be placed (LOOKING DOWN!!) at the center of the object,
- and looking from the side, at the bottom of the object. The Z axis
- should pass through and be slightly bigger than the object's height.
- The X axis should be slightly bigger than the object's maximum radius
- away from the center. The Y axis size doesn't matter. Keep it small,
- suggests Impulse.
- OK, Here's the diagram. The object is a sphere. I swear!
-
- FRONT VIEW
- ^ Z <- brush axis
- |
- __|__
- / | \
- - | -
- / | \
- / | \
- | | |
- | | |
- | | | <-Sphere-like object
- | | |
- \ | /
- \ | /
- - | -
- \ | /
- ---+--
- |
- +--------> X
-
-
- TOP VIEW
- _____
- / \
- - - <-Sphere-like object
- / \
- / \
- | ^ Y |
- | | |
- | +------+-> X
- | | Brush Axes
- | |
- \ /
- \ /
- - -
- \ /
- ------
-
- That's it! If you wrap a picture of a grid of lines, it will come
- out looking like latitude and longitude lines on a globe.
-
- CYLINDER WRAPS (WRAP X, FLAT Z, FLAT X, WRAP Z)
- The brush placement is identical to the placement used for the
- spherical wrap. The effect is quite different, however. If you tried
- cylinder wrapping the grid picture onto a sphere, you'd get OK
- latitude lines (going North-South) but the longitude lines would get
- further apart the closer you were to the poles, due to the flat
- projection of the horizontal lines. The lines themselves would also be
- wider at the poles.
- One last note for brush axis placement- for adding ALTITUDE maps, the
- Y axis depth is used to measure how much indentation a full scale
- range of intensity (0-255) should simulate. For cylinder and sphere
- wraps, just scale the Y axis. For orange pits, the axis might be 1% of
- the sphere's size. For an eroded planet, you might use 10%. More than
- this would make really stupid looking reflections. Altitude maps are
- subtle.
- The Y depth is also used for flat altitude wraps, which might limit
- you if you want to indent both sides of a truck. You'd have to use two
- brushes in this case. I would have preferred a number gadget in the
- brush requester.
- ----------
- Once you know how to place individual brushes, you can start with the
- fancy tricks. Brushes overlay each other just like textures. You can
- put up to 4 brushes on an object, and they are applied in order. Many
- maps don't interfere, though- you could have a color map and a
- reflection map on the same object in the same place. Both will work
- just fine.
- I am not positive, but I'm pretty sure brushes are put on AFTER
- textures are applied. Otherwise you'd get wood grain on your face. :-)
- Repeating brushmaps are a joy. They "tile" an object with an endless
- succession of images both side to side and top to bottom. The brush
- will repeat all the way out the the end of the object. If you tile a
- ground, the brushes will go to infinity. The size of each tile is set
- by the brush axes, just like a non-tiled map. The brushes are placed
- next to each other with no space between them. You could draw a VERY
- detailed picture of a bathroom tile, and map it onto a wall. when
- rendered, the wall would be (surprise) tiled! I've used this to GREAT
- effect for making very detailed sidewalks, rose trellises, brick
- walls, roof shingles, and golf greens. All of these are flat wraps. To
- be honest, I haven't tried infinite tiled wrap wraps... I'm not sure
- what they'd do!
- Placing repeating brushmaps is just the same as a regular flat wrap.
- The size of the brush is determined by the X and Z axis, and the
- "depth of influence" is determined by the Y axis.
- One additional option that is very useful is the "mirror" option. This
- makes every tile be a mirror reflection of its neighbor. The great
- advantage of this is that the edge colors ALWAYS match, just like if
- your finger touches a mirror, your twin in the mirror will reach out
- and touch your finger at the exact same place. This might hide
- discontinuities in your brushmap if you want to hide the seams, or it
- might be a special effect you're looking for.
- Repeating brushmaps aren't just for covering an infinite plain with
- your face. They can be an extremely powerful way to get very complex
- textures on an object. You can imagine drawing one very high
- resolution, high quality brick with scratches, pits, chips and tiny
- detail, then tiling it onto a wall. Presto! You have a brick wall with
- a lot of character, unlike the Brick texture which is too plain to
- fool anyone up close. This is probably the most useful aspect of
- infinite tilings. You can find my infinite sidewalk, infinite golf
- green, infinite brick wall (very nice!) and infinite rose trellis on
- ab20 and hubcap.
- When I refer to "ab20" and "hubcap" I mean the anonymous FTP sites
- ab20.larc.nasa.gov and hubcap.clemson.edu, both of which have a lot of
- Imagine files, objects, brush maps and goodies that I've uploaded.
- There is also an archive of this list on both sites. If you need to
- know if you have FTP access and how to use it, ask one of your local
- computer experts- they should be able to help you.
- The last brush map ability is very useful. You can actually have
- ANIMATED brush maps which change every frame. Note that these
- pictures are not "AnimBrushes" that DPaint will save. These are
- individual pictures, which means you can have a 24 bit "animbrush."
- To use this feature, you should save the sequence of pictures you wish
- to show in a format like
- Mypic.0001
- Mypic.0002
- Mypic.0003
- Mypic.0004
- Mypic.0005
- and so on up to however many pictures you have. Make sure to have FOUR
- numbers in the extension. Mypic.01 will NOT work. To use this sequence
- of pictures as an animation, you should use "Mypic" as the brush file
- name [without the quotes], then set the "Max sequence #" to the number
- of pictures you have. I wrote a LONG article about how you can make
- animations of yourself using Digi-View and a VCR. You might have seen
- the animation with me "trapped" inside of this giant sphere rolling
- around on a plane, with my pitiful attempts to break out recorded in
- 16 glorious colors. You too can do this with YOUR setup. It's worth
- playing with! You can find the article in the Imagine archives on
- hubcap.
- That's all there is to brush maps. They can add a lot of detail to
- your objects, and they're not hard to use if you know how to place the
- axes. Go out and create!
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 18. BUMP MAPPING, by Udo Schuermann:
-
- It appears that there is some confusion about Bump mapping and Altitude
- mapping. Let's see if this clears it up:
- Imagine's "Altitude Map" *IS* bump mapping. It involves using
- an IFF picture to specify at which locations the surface normals are
- altered. This does not create an actual pitted surface, or actual 3D
- alterations, but it does create a good illusion of these. It works
- best on very small alterations, such as the pits in an orange peel.
- Don't expect good results with it, trying "stamp" your big initials
- into an object, and don't even try to grow "spikes" out of the object
- using this technique.
- As Altitude Maps (Bump Maps) use your own IFF creations, there is none
- of the uncontrolled randomness that you get with Roughness. They do
- not require any "additional polygon detail," either.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 19. BUMP MAPPING II, by Sean Schur:
-
- All bump mapping, no matter what system you are on (Amiga or Silicon
- Graphics) is only the -appearance- of bumps on a surface. There is
- something new, that
- only the very high end systems have at this point, called "displacement
- mapping". This takes the same signals as bump mapping to do it's work.
- i.e. you are mapping an image onto a surface and it knows what is high
- or low by the luminance values of the image. The difference is that with
- displacement mapping the image you are mapping literally is pulled out and
- pushed into the surface of the object. If you are mapping a rose onto
- an object (this is one I have seen done), you can turn the object side-
- ways and see the various hills and valleys of the rose. With bump mapping,
- if you turn the object sideways you still see a smooth surface, even
- though from the front it "appears" to have depth.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 20. BUMP MAPPING III, by Mark Thompson:
-
- > >Bump mapping = preturb surface normals
- > >Displacement mapping = preturb surface polygon vertices
- > Could you explain to me what the difference between these two
- > is?? To my untrained ear (and graduate school-fried brain) these sound
- > similar if not the same.
- > Scott Sutherland
-
- No problem. First of all, the lighting/shading of surfaces of a 3D polygon
- based object is based upon the surface normals of each polygon and their
- angle to the light source(s) and the observer. These surface normals are
- computed based on each polygon's vertices. The idea behind bump mapping is
- to modify these computed normals based on either some image or procedural
- function (ripples, noise, dots, etc.). The net effect is that the shading
- of the object gets the bumpy appearance without being bumpy. This is most
- effective when using a shading model (like Phong) that interpolates the
- normals across the surface of each polygon based on the adjoining polygons
- in the object. In this case, every pixel has its own associated suface
- normal which can be modified by the mapping function.
-
- Displacement mapping on the other hand physically modifies the actual
- vertices of the polygons. The mapping technique is the same, but what is
- being modified is different. The displaced vertices will then yield
- displaced surface normals which will look bumpy when the shading model
- is applied. So in this case not only does the surface look bumpy, it is
- bumpy. So if you ignore the coloration/shading and look at a silhouette,
- a bump mapped sphere is smooth and round, but a displacement mapped sphere
- will be nobby and irregular based apon the function or image used.
- The advantages are obvious especially if you want to simulate an uneven
- terrain on a flat plain. The disadvantage is that displacements can only
- occur at polygon vertices, so if you want to increase the detail in your
- bumps, you must also increase the number of vertices (polygons) in the
- surface. Since bump mapping works with the normals and not the vertices,
- a complex bump function can be created on a single polygon. Just in case
- I've confused anyone, here a picture to really mess ya up.
-
- ^ ^ ^ ^ ^ ^
- ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ Surface nornals
- ____
- _____.| |.____ _____.______.____ Actual polygon surface
-
- Displacement mapping Bump mapping
-
- Something else of note, I don't believe there are any existing algorithms
- for implementing displacement mapping in a scanline based renderer
- (only ray-tracers). The same is true of fur and other 'hypertextures' which
- require similar types of rendering methods.
- Hope I managed to make this all lucid enough.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 21. CAMERA FOCAL LENGTH, by Richard Nollman:
-
- I discovered (it was in the documentation clearly presented)
- that I could change the focal length of the camera by changing the size
- attribute in the Action Script for the camera. The X/Y ratio controls the
- focal length of the camera. A larger X value creates a wide-angle effect
- while a larger Y value creates a telephoto effect. I was impressed.
- I was wondering if the Z value has any effect on the camera lens. I tried
- several different settings with no discernable change. Any comments?
- I tried to change the focal length for a specific range of frames
- within an animation, but every time I set new values for X and Y, the
- values changed for all the frames. I tried breaking the ranges up by
- breaking up the time line into sets of frames (1-10; 11-20; 21-30).
- No dice. Has anyone been successful in using different focal lengths
- in the same script?
- Finally, I discovered something that surprised me. I had been under
- the impression that if the camera is outside the world (beyond 8000 on
- any axis) that the scene would not render correctly. I had some
- instances in my first renderings of the screen being black (dark
- gray). An experienced Imagine user told me that my problem was that
- my camera was outside the world and when it sent a ray out, it looked
- for the end of the world. Since it was already outside the world to
- begin with, all rays were recorded as blank (null). I scaled down my
- scene and located my camera inside the world and the scene rendered
- fine (my first successful rendering). A few days ago I discovered
- that placing my camera and lights outside the world rendered fine. Has
- anyone had experience with the camera placed outside the 8000x8000x8000
- limit of the world?
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 22. CAMERA FOCAL LENGTH II, by Udo Schuermann:
-
- Focal length is a function of the X/Y ratio. If you change both X and Y
- simultaneously by the same amount, the ratio is unchanged.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 23. Changing World Size II, by Udo Schuermann:
-
- Change the SIZE channel of the GLOBAL actor in the STAGE/ACTION editor.
- I don't know what it defaults to, but it will definitely accept values
- such as 16383 (16K-1)
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 24. Clouds and Fog, by Marc Rifkin:
-
- Whew! I just got done reading 80+ Imagine messages and now I can start
- posting (and be up to date).
- So my first question is how to make objects more or less difuse in
- Imagine - I use Lightwave too and that has Difuse, but in Imagine
- all it seems I can do is change the size and brightness of the
- hot spot. My problem is I am making buildings and their sides
- are all coming out the same color looking like a big grey splotch
- on the screen. I would like them to have distinct light and
- dark sides.
- Also- what does Shininess do?
- I've rendered objects with and with it, with other attributes changing
- and I can't get any result.
-
- Someone asked about fog- well the technique I found can also be used for
- cloud layers. Make an IFF of clouds (in greyscale) or very fuzzy
- clouds for fog and map it onto a plane as a filter map. With the Full
- Scale Value set at 255, anything white in the IFF will be clear and
- the darker shades will create more opaque levels (thicker) of cloud/
- fog. Put the plane between you and some objects.
- This worked well when I did a plane flying above the clouds with
- the ocean underneath.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 25. Complex Models, by Steve Worley:
-
- A few people have asked how to make complex models like planes, cars,
- spaces stations, etc. from scratch. I actually wanted to write a
- tutorial on this, but it looks like I'll be busy with other things.
-
- Anyway, I'll give the basic gist. First, there is NO such thing as a
- complex model! The fanciest space station is just an assembly of a
- lot of SIMPLE parts. The more subparts, the more detail. The most
- detailed models I can think of, Mike Halvorson's robot, Glenn Lewis'
- steam engine, and my space station, all share one feature: they are a
- group (or heirarchy) with around 50 member objects! All of these models
- are avalable on hubcap; go take a look at them. You'll notice that the
- individual sub-objects are very simple in their own right.
-
- Mike Halvorson wrote once (I think in the Winter 1991 Impulse bulletin)
- that the way to build a model was to work on each piece at a time. Don't
- build an F16 straight, build it a piece at a time. A fuselage can come
- out of the Form editor, a wing can be extruded (and the other wing
- made from a mirror image copy), a jet exhaust can be spun. It is also
- much easier to give each of these sub-parts their own attributes and
- brushmaps, as opposed to working with a single object with many points
- that have to be hidden with "hide points". Another advantage is you
- can whip together a crude model, then selectively replace the parts with
- higher quality subsections later.
-
- One method for making models is very straightforward- go to your local
- hobby store and buy a plastic model kit of a cool plane. It's great!
- The parts are all scaled to the proper dimentions, they come in
- logical and convienient sub-parts, you have a physical model to
- MEASURE if you need to know exact sizes, and being able to hold the
- part in your hands and flip it over can give you an excellent image in
- your mind of how the shape looks in 3D. Making models from memory is
- certainly easy, but images tend to look weird and distorted, because
- proportions are slightly off, positions may vary, etc. Remember my
- dolphins?
-
- If you really want to learn how to model (grin), go ahead and BUY A KIT.
- They only cost about $10.00, and you can give it to your kids or a neighbor
- when you're done. (Or build it yourself!). Also, remember the kits
- come with COLOR DECALS that you can digitize and apply as brushmaps! Even
- without a digitizer you can use them as reference and recreate them in
- a paint program.
-
- It is lucky that a lot of the 3D models people want to play with
- (planes, cars, spaceships) are also the most popular plastic models.
- Get yourself a very fine ruler; I have one that has 50th's of an inch.
- You don't have to measure every single part every which way- it just
- helps if you're trying to create a very good copy. Another trick is
- that you can digitize the parts (in 2D) along their cross sections.
- You don't use these in actually building your 3D version, but you can
- leave the outlines (from converting from an IFF) around as a reference.
- Here you have to be careful of scale. And of course, some objects
- (like a flat, simple airplane wing) might be easily digitized then
- just extruded and faced.
-
- Those of you with USENET access might be interested in joining
- the group alt.models. It has a lot of posts that don't apply, but there
- are good discussions like "XXX has just released a new model of the
- F-19. It's very accurate, and I got it for $11.00".
-
- You are free to build objects any way you want, but if you want really
- professional results without much hassle, you can try the plastic model
- approach. Most models are of vehicles, though you can find some of
- the human body, of engines, and a few other weird objects. And for
- $10, you're not risking too much!
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 26. CYCLE/DETAIL GROUPS, by Helge Egelund Rasmussen:
-
- It is possible to circumvent all the problems connected with the proper
- setup of a new cycle editor object; this is done by creating the full object
- in the detail editor, and then load this object into the cycle editor.
- If the object is a grouped object consisting of subobjects, each subobject
- will be assigned to its own segment.
- It is much more easy to place the subobjects at the correct positions in
- the detail editor. When you load the object into the cycle editor,
- the only editing commands that you'll need to use is 'pivot' and 'twist'.
- The move command will only be used to move the full object.
- Here is some 'hints':
- - You should NOT group alle the objects together in one go. Instead you must
- group the objects together in a lot of steps. Here is an example:
- You want to create part of a human object consisting of the following
- objects:
- a hand,
- a arm,
- a shoulder,
- a body
- After placing the objects at the correct locations in the detail editor
- you should create the following groupings:
- Group the arm to the hand (arm is the 'parent' object)
- Group the shoulder to the arm (shoulder is the 'parent' object)
- Group the body to the shoulder.
- If the shoulder is part of the body object, you should use an axis as the
- shoulder. Otherwise the arm would pivot around the body!
- - Be sure to place the object so that it is facing in the positive Y
- direction.
- The stage editor expects this direction, and if you want the object to
- follow a path, then the object WILL move in the positive y direction.
- - Place the axis for a object where you want a sub-object to connect
- to the object. This is necessary as the sub-object will turn around
- the axis of the object.
- Example, you want to connect a foot to a leg and then to a body:
- Be sure to be in 'pick group' mode.
- Place the axis of the foot in the toes.
- Place the axis of the leg at the bottom of it (you want the foot to
- turn about this point).
- Place the foot and the leg at the correct positions.
- Press the shift key, select the leg, select the foot and group the
- objects.
- Place the axis of the body at the lower part of the body (you want the
- leg to turn about this point).
- Press the shift key, select the body, select the leg and group the
- objects.
- Now save the object. This object can be loaded into the cycle object.
- - Remember that it is the 'top' object of the group that will follow a path
- in the stage editor. Because of this, you can't move the 'top' object
- relative to the path, so it would be a stupid idea to use a real object
- as the 'top' object: The solution is to create an axis and group the
- final object to this before you save it.
- Example:
- When you make an object walk, the body is the fixpoint, and the legs
- move.
- However, if you want the man object to bend over, it is the legs that are
- the fixpoint, and the body that move.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 27. Extruding along a path, by Sean Schur:
-
- Here's what you do:
- You do NOT use "create path". Create your object outline to be
- extruded. Add a new axis and make it correspond more or less with
- the axis of your object. "Add lines" to the new axis from the y axis
- in the shape of the path you want your object to extrude along.
- Name that new axis "path", then extrude your object along the path.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 28. Filter Brushes, by Udo Schuermann:
-
- bobl@graphics.rent.com:
- > I can't for the life of me get the filter brush map to work. The
- > docs don't really explain it and I can't seem to get any transparency
- > at all. As I understand it, you should be able to take a
- > multi-colored brush, map it on an object and select filter and be
- > able to see through the various colors. Am I mistaken?
-
- Bob, you've got the correct idea, regarding filter brushes:
-
- 1. The color of any pixel indicates how much light it lets pass
- through (just like Imagine's general filter slider). Black will
- pass nothing, blue passes only blue light, white passes all, etc.
- The RGB guns of the color determine how much of a particular
- "wavelength" is let through.
-
- 2. I've found a relatively simple formula for getting all brushmaps to
- work flawlessly. I can consistently map an iff onto an object (at
- least the flat ones):
-
- brushes "live" only in the POSITIVE ( >0 ) X,Y,Z of the brush
- axes. Always, ALWAYS, move/scale the axes so that the object
- lies in the positive area ... not 0, but ABOVE 0. Get it?
- This is different from Textures, which live in both
- the positive and negative coordinates.
-
- Bob, your problem may be that the Z-axis is flat on the object and the
- result is all black color or perhaps some random noise pattern, which
- may be mostly black on black.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 29. Fracture, Split, and Taut in Detail Editor, by Steve Worley:
-
- Fracture will take any selected faces and split each into four new,
- "fractured" faces by adding three new points, one on the bisector of
- each line segment. Faces that share an edge with a fractured face will
- split in two, so they keep the same edges in common. Fracture is
- useful for increasing "face resolution" for better Phong shading,
- coloring, and attribute assignment.
-
- Split will take all of the selected points and "split" them apart from
- an object to form a new object. Thus, you could sever the wing of a
- plane to form a wing and a fusalage. Previously, you'd have to use
- slice, or delete the appropriate points on two copies of the object.
- Any edges and faces connecting the selected, "split", points and the
- non-selected points will be deleted. A new axis is created with the
- same size, position, and orientation as the orignal axis.
-
- Taut takes and makes a set of connected line segments line up in a
- straight line. For example, if you "add lines", you'll get a string of
- connected points in a row. If you "select points", select all of them
- in order, then use "taut", they will string themselves out in a
- straight line between the first selected point and the last. This
- feature migght be useful in creating pointed paths, or making outlines
- for skin or extrude.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 30. GLASS- The Art Of Glass, by Steve Worley:
-
- Glass is perhaps the hardest look to perfect. It is obviously a worthwhile
- attribute to use, but it is tricky to get it just right.
-
- The first obstacle is just to get it working. The MOST common complaint
- is "I can't make ANYTHING transparent". The reason is a bug in Imagine.
- ANY shininess in an objects attributes shuts down transparency. You
- have to use 0 shiniess. Not a small amount, zero. Only then can you get
- it to function.
-
- Transparency is controlled by the filter attribute.The higher the attributes,
- th more light of that color gets though. In this way, the name "filter" is
- a bad choice in my opinion- to filter light completely, you select 0 0 0.
- Good transparency needs a good amount of amplitude. Subtle amounts just do
- not show up. For a transparent object, 200 is the smallest I use, but you
- can experiment. Objects that you can see clearly through I usually pump
- up to 240-255. Also, glass has a SLIGHT bluish tinge, so I use
- RGB= 250,250,255. Cherry Jello might be 240, 140, 140.
-
- Glass is a real light reflector- It has very bright, tight highlights.
- I crank specular up to 255,255,255, and hardness up to 255. Having soft
- higlights looks wrong and also blocks out some of the image coming though.
-
- If you want to use glass, don't forget the index of refraction. The
- index of refraction tells how much light bends when it moves from one
- media to another. The larger the index, the more the bend at the
- intersection. A value of 1.0 makes no bend, and is like air. A value of
- 2.9 will bend light so far that it's almost unreal. A list of refractive
- indeces-
-
- Air 1.02
- Ice 1.309
- Alchohol 1.329
- Water 1.333
- Glass 1.50
- Quartz & salt 1.644
- Diamond 2.417
-
- Remember, setting a sofa to being transparent with an index of refraction of
- 1.309 will NOT make everyone say "Wow! Its made of ice!" The other attributes
- are just as important in giving transparent objects character.
-
- Also, with the index of refraction too high, light coming though will be so
- bent there will be no image recognizable. Especially for objects that are
- large or complex, a lower index of refraction looks better (and traces
- faster!) Anything that is transparent becomes a lens, and a sofa is a
- crummy optical instrument. For a transparent sphere, I had to lower the
- index to 1.08 to make objects on the other side recognizable.
-
- Roughness and altitude maps are particularly effective with transparent
- objects. The direction light bends depends on the surface orientation at the
- spot it enters and nothing else. Thus, a rough or altituded (?) surface adds
- a lot of effect to the transparent light. Think of a fresh ice cube- you
- see a lot of light though it, but the frost on the outside makes it hard
- to look at anything THROUGH it. If the frost melts, the outside surface is
- smooth, and you can see though the ice pretty easily.
-
- I prefer using a
- random altitude map made by using the airbrush in DPaint III than using the
- rougness attribute. The reason has to do with roughness being a random
- surface direction change (like it should be), but its not consistant from
- frame to frame of an anim- it looks like there's lots of bugs crawling on
- it, to steal Scott's complaint.
-
- The surface direction is very important to the character or transmitted
- light, so Phong shading is very important as well. Phong shading smooths
- objects made of polygons into a smooth(er) surface, as opposed to having
- faceted sides like a cut jewel. Phong shading is used for determining the
- direction light bends, so (just like roughness) it will make the character
- of your object change.
-
- A note- If you have any of the objects I put on ab20.larc.nasa.gov, some
- objects are NOT phong-shadable. This has to to with them having duplicate
- points and edges so Imagine doesn't realize the faces are adjoining. To fix
- this, use an undocumented feature in the detail editor, called "Merge" to
- merge the duplicate points, then you should be fine. The objects in the
- first two files on ab20 are all this way- the files 3-5 I think I caught
- most of them and already merged them.
-
- The color that you set glass determines the shade Imagine will give to
- non-perfect glass- ie glass without transparency set at 255 255 255. Black
- ( 0 0 0 ) works well, since then the color doesn't cover up the image.
- You can experiment, though.
-
- One last important attribute of glass is reflection. Glass reflects
- light a little bit, so should be slightly reflective. Too reflective,
- and the transmitted image gets overpowered. Think of a window- you see
- though it quite clearly without seeing much reflection. At night, when
- there is little light coming though, you can see the mirror-like qualities
- of the glass. Transparency should almost always dominate. Good value
- for reflection are in the range 30-60, and again, I use a SLIGHT blue tint.
-
- A fun, advanced topic is lenses. You can make them, and they'll actually
- work! To make a simple lens, make a primitive sphere of a pretty hefty # of
- slices and sections (like double the default). Go to "select points"
- mode, and use the dragbox to select all but the top 20% of the sphere.
- Delete these points. Move the axis to the very bottom of the half-lens
- using M (shift-M). Make sure that the axis' Z location is as close to the
- Z locaton of the bottom ring of points as you can (important!) Then select
- the object, COPY it, PASTE it. There are now 2 identical half-lenses on
- top of each other. Select one, then use Transformations to scale it
- x=1.0 y=1.0 z=-1.00 mirror reverse it. If your axis is placed right, you'll
- have both half lenses sharing the center (previously bottom) row of points.
- Select both halves, then JOIN them into a single object, then MERGE them
- to get rid of the duplicate points in the center. Set the attributes to
- glass, and Voila! a lens! It works! This is a converging (magnifying)
- lens, and you can try a diverging lens, though I haven't, yet. The
- lens will also take much larger indexes of refraction without munging
- the image, unlike the sofa. Quick rules- object far away, you'll see
- it upside-down. Too close, it will be really big and out of focus. At
- the focal length, it will be in focus and magnified. Focal length
- is proportional to R (of the sphere) and the index of refraction. Kinda
- advanced, but lotsa fun.
-
- Steve's cool transparent ball-
- Color =0 0 0
- Transp= 250 250 255
- Reflec= 49 49 53
- Specular= 150 150 150
- hardness= 255 255 255
- rough=0
- shininess=0 (CRITICAL)
- Index=1.08
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 31. LASERS & SPECIAL EFFECTS I, by Sandy Antunes:
-
- Well, I finally mastered an obvious technique, i.e. How to make flaming
- lasers in Imagine! This technique is useful for lots of effects, actually.
- Just make your animation as usual, making the frames in ILBM
- format. HAM or HiRes is okay (heck, use lores if you want!)
- Figure out which frames you want the lasers in. Load them one
- by one into DPaint or DigiPaint or whatever your favorite paint
- program is that handles that format. PD programs like "paint"
- are useful enough for lasering, but it's nice being able to do
- more complicated stuff.
- Then, just draw in the lasers. I suggest they be slightly blurry
- rather then having crisp edges, but it's easy enough to find one
- that looks nice. Save each file back to its original name, then
- hop back into imagine and have it make the animation for you!
- I suppose if you're doing 24bit images you'll need MacroPaint or
- such. I don't know... I scrape along with an A500 w/only 3 megs.
- Another great use here is deleting things from the pictures...
- like individual stars and such. Think of it like a real movie...
- Imagine is the film crew and actors, the paint program is the special
- effects company making final touches.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 32. LASERS AND SPECIAL EFFECTS II, by Edward Chadez:
-
- Another use of Sandy's clever technique is to add special effects into the
- ILBM pictures via a paint program just like Sandy did for the lasers.
- I prefer Photon Paint or DigiPaint III (I don't own deluxepaint...no flames
- please) because most of my Imagine animations are HAM. I added things
- like shields and lasers and stuff like that much the same way Sandy
- described.
- However, it may be more convincing to actually build these objects in
- Imagine. With the ability to create translucent objects with transparent
- bit-mapping and textures that can be seen thru, it shouldn't be too
- difficult. Especially now since you can add brightness to objects.
- Imagine (no pun) a long narrow cylinder that is bright, which is at the
- center of another cylinder that is partially transparent with either a
- texture applied to it (wood or disturbed, I suppose) or a bit map made
- with your favorite paint package. With enough work, you could produce
- convincing effects!
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 33. Light Brightness, by Steve Worley:
-
- Sean Cunningham asks:
- My only question is: will a SPHERICAL light set at 255 all 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! For a long time I thought lights were limited to
- 255: I was wrong. (Its 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 your world is
- lit by nuclear weapons.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 34. Light Placement, by Don Whitaker:
-
- >How does one knoe where to put the lights?
- Here's a good basic lighting set-up that I use for a lot of test
- renderings...,
-
- I use 2 lights. I position the first behind and a little to the right of
- the camera. Just accept the defaults that Imagine offers (i.e. Spherical,
- 255 for the RGB intensities). For the second light, I usually cut the
- intensities to about 120 or 160. Then I position it about 90 degrees from
- the first light (behind and a little farther to the left of the camera).
- The second light fills in the lighting without washing out the shading..
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 35. MERGE, by Steve Worley:
-
- A completely undocumented feature of Imagine! Its called "merge".
- I am pretty sure of what it does. Its in the Detail editor, directly below
- "join". What it does is takes the selected object, and optimizes it by
- removing duplicate points, lines, and faces. Some objects have a LOT.
- If you are using any of those objects I uploaded to ab20.larc.nasa.gov,
- USE THIS FEATURE. These objects are riddled with duplicate points- They
- look fine, but will save much smaller and (most importantly!) will redraw
- almost twice as fast when you move or zoom in any of the editors.
- Joining seems like it would improve Phong shading- I'll have to check.
- Another place where you might want to use this feature is after any
- "join", since a lot of edges and points might line up, especially if
- you're joining a front and back face to an extrusion.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 36. METALS, by Mike Halvorsen:
-
- It seems that after all this time the message on how to make Chrome, Gold
- Silver, Brass and other attributes that have a real world quality, has gone
- either unoticed or we have done a poor job of telling you how.
- So here is a quick quide. In no way should you use these numbers to be
- a holy grail, they are just numbers that I use and find that they meet my
- needs.
- First things First. These attributes of Gold or Silver (chrome) and other
- shiny metalics have almost more to do with the environment that they are in
- than the color or reflection of the object. Try to imagine yourself in the
- real world and understand that gold and chrome are most noticeable when they
- are shown in an environment of Bright sun with lots of colors and other
- items to help the attributes in a sense take hold.
- For GOLD.
- I make the object color Red 205, Green 205 and Blue 80.
- reflective settings are Red 180, Green 160 and Blue 125
- I use hardness at 255 and specular 255 on all guns Red Green and Blue.
- If you add a intersting dithered Global brush to the Globals in the
- Action editor the effect is even better.
- Now the environment of tthat Gold likes seems to be the use of pastel or
- lighter colors for Horizon and Zenith colors.
- It is best to try several objects in a scene with different attribute numbers
- you will then get a much better feel for what YOU like. The one problem
- with Attributes is that you must decide for yourself what is GOLD or SILVER.
- One mans Gold is another mans (or womans) Brass.
- Chrome is almost the same.
- Object color: Red 120, Green 120, Blue 160
- Reflective Red, Green and Blue 140 on each
- Specular 255 all Guns and Hardness 255
- Last but not least, Glass.
- Make the object color Black or Red Green and Blue set to 0.
- Filter 255 on all guns, no reflectivity on any guns and Hardness 255, with
- Specular at 255 on all guns.
- So I hope this helps, or at least gives you some idea of what I use to get
- the effects that many find hard to conqure. Remember I have spent many hours
- trying several sets of attributes to get what I like. Chances are that if
- you do the same you will find yourself with results that you appreciate.
- On to more tracing....
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 37. METALS II, by Mark Thompson:
-
- As I had mentioned before, for metals, it is best to make your specular
- color close to your surface color. 255 on all guns will yield the
- characteristic "plastic look" that standard Phong shading is known for.
- The reflectivity helps but it still doesn't look like metal. For this
- case, specular R = 255, G = 255, B = 160 should yield more realistic
- results. This is based on the actual behavior and physical properties
- of metalic materials.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 38. Mirrors, by Steve Worley:
-
- 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:
-
- Color: RGB= 150 150 170
- Reflect RGB= 200 200 210 (a bit of a blue tint)
- Transparency 0 0 0
- Specular 255 255 255
- Hardness 255
- Rough=0
- shiny=0
-
- Again, the important part is that you should make sure the mirror is reflecting
- something into the camera. A scene with just a camera, a mirror, and a
- ground in it is awfully boring..... :-)
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 39. Morphs, Mark Thompson:
-
- ... Most of the morphing you see on TV and in the movies use cross
- fades rather than highly complex morphs. Here is a blurb from the article
- I wrote for the August Amazing Computing. It is intended for LightWave users
- but can be applied to your renderer of choice.
-
- "Another limitation of morph is that the target object must essentially be
- the source object with only the vertex locations altered. In other words,
- the target must be derived from the source with no points added or deleted.
- Here once again, Object Dissolve can help out. In this case, two morphs
- occur simultaneously on top of one another while Object Dissolve smoothly
- fades out one morph while fading in the other. Two objects must be created
- in addition to the source and target. For object #1, you must manipulate
- the source to fit the approximate shape and size of the target object without
- adding or deleting points. Object #2 is merely the reverse operation to make
- the target look like the source. The two simultaneous morphs performed
- are source -> object #1 and object #2 -> target. Then dissolving the source
- out and object #2 in will complete the illusion. Similar techniques have
- been used recently for TV ads such as the mini van metamorphosis commercial
- for Chrysler."
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 40. Movement control, by Steve Menzies:
-
- I've been reading alot inn this group about objects flying
- off course in the middle of an animation. I too, have had a
- lot of this and while I don't have an inteligent explanation nor
- a "fix all", I do have something that may help:
-
- I have had many instances where I have wanted an object
- or a grouped object to either make a simple rotation ( w/rotation F/X),
- or have interactively rotated the object and used the keyframe
- capability on the alignment "bar". Often (not always) the object
- actually "flys" away from it's own axis rather than rotating with it.
- I have been able to stop this "flying away" by making a small incretment
- of only .0001 of a unit in the position bar (action editor) on one of
- the x,y,z axis (sometimes 2 axis!?) from the original position of the
- object. This works! (I don't know why, but it does:)
-
- All movement in Imagine is linear. This means that when you
- perform any kind of transformation (translation, scaling, rotation)
- or morph (interpolations, attributes) from point A to point B, you
- kiss the object goodbye at "A" and wait for it's arrival at "B" (if
- it doesn't fall apart on the way:). You have no *control* over HOW
- it gets there. In otherwords, how expressively this motion task is
- performed by the actor (charcter) or how the actor "changes over time".
- Take for example Imagine's morphing "on a channel" or it's
- new 1.1 keyframing capability. What Imagine does is divide the transformtion
- equally over the chosen # of frames. Imagine gives the same amplitude to
- the motion or movement in the first frame as to the middle frame as to
- the last frame. You may try to discretly add more keyframes "around" the
- extremities of the motions (cycle editor or stage editor) to try and
- soften or curve the angularness at the extremes but an analogy or
- visual equivelance of this would be adding more polygons to the structure
- of an object to create a smoother curvature but stll render it in FACETED
- mode. Can you imagine what your objects would look like (and the # of polys)
- if we didn't have phong shading?? Well thats what happening to our
- animations.
- We do have velocity control though. Unfortunately they couldn't
- have made it any more limited. It cannot be used except with a path and
- it is almost impossible to coordinate with other transformations. Talk
- about foot slip!
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 41. PATHS I, by Stephen Menzies:
-
- No you can't use the stage editors paths for extrusion. As for your
- problems with extrusions, just make sure that the object to be extruded
- and the extrusion path have distinct names (and don't forget to hit
- RETURN whenever you fill in a requester (the characters will capitalize
- when you do that)
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 42. PATHS, by Steve Worley and Rick Rodreguez:
-
- A message from Rick Rodreguez relayed through me-
- >Actually, Steve, making paths is simple. Add a Path in the Stage, go
- >to edit path mode and then Split Segment. Drag the new segment to the
- >place you wish the camera to visit and then split the segment again to
- >create the new stopping point. Paths are bezier curves which conform to
- >the placement of the axes that define individual segments (similar to
- >knots in Sculpt Animate's splines). The more segments you define, the
- >more complex your animation. Individual knots can be moved or rotated
- >so that the camera or object will pitch, bank and roll.
- >Hope this helps.
- >--Rick
- My reply- Yes, this is EXACTLY how to produce nice paths in the stage
- editor- it works wonderfully, and camera motion especially benefits from
- the smooth interpolation between knots.
- The problem that I was trying to convey wasn't difficulty in making a
- path, even a complex one. In the scene that we're talking about, though,
- is a walk-through of a house. It is _VERY_ difficult to resolve and
- define locations in the tri-view when the object's interior has detail,
- like this house will. My complaint was that the Stage editor lacked a
- "hide points" mode like the detail editor, and it might be worth
- the lower path quality (using straight line paths, ick!) just to be able
- to place the path accurately since you can take out the extra floors and
- rooms of the house using "Hide points."
- Now that I think about it, maybe the best solution is to use the detail
- editor and put an axis at each of the "waypoints" along the journey
- through the rooms. You could name the axes "Start" and "Point 1" and "Point
- 4" and "End", and so on. Then group them and save it.
- In the Stage editor, you can load this big thing, then make your spline
- path by using these pre-done waypoints. To find a waypoint, you don't have
- to sort through the mash of lines each view shows you- you just use the
- "find by name" requester which will gladly highlight each point in turn for
- you! This seems like the most reasonable solution to me, at least until we
- get a "hide points" command in the Stage Editor. Imagine 2.0, I guess.. :-)
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 43. Planets made by Imagine, by Steve Worley:
-
- Here's a very useful trick for making stellar objects like planets or
- especially the Moon:
-
- It would be very nice to be able to model these object in Imagine,
- especially for space scenes, or starry nights. It would be especially
- cool if, in the case of the Moon, the crescent shadow were properly
- modelled. It would also be nice to have an accurate, cratered
- surface. Well, you can easily make an object that has both qualities.
- There are a LOT of NASA pictures available, especially as GIFS, which
- convert to HAM or 24-bit Amiga pictures pretty easily. If you could
- map these pictures onto a sphere, shadows would fall on the objects
- realistically. The problem is wrapping the picture onto a sphere- the
- forshortened perspective near the rim of the picture really looks
- wrong if you try to do a normal sphere wrap.
-
- The trick lies in how you map the pictures onto the sphere. YOU DO NOT
- _WRAP_ WRAP THE IFF FILE ONTO THE SPHERE. Instead, you FLAT wrap it.
- These pictures are essentially parallel projection views of the
- surface; the coloring already has spherical rim foreshortening
- implicit in it. If you FLAT wrap, these contours will align with the
- sphere's contours nearly exactly. This means you can even rotate the
- sphere slightly, and the craters, banding, etc. will move properly. Of
- course, the angle of view at the rim of the planet will force the
- image to lose detail there, but for turning small angles (like up to
- 20 degrees) the illusion is excellent. Light falling on the sphere
- will also cause the proper crescent shape to appear. Voila! Instant
- planet model!
-
- When making the IFF file, it is important to make sure the image
- exactly fits onto the brush- it should extend all the way to the edge.
- That is, if the circle/oval image is 500 pixels wide and 322 high, the
- brush you wrap should also be 500 wide and 322 high. Then, when you
- wrap the brush onto the sphere, you size the brush to cover the ENTIRE
- sphere, and you know the positioning is accurate. See my tutorial on
- brush wrapping if you need help on how to place brushes. You don't
- have to worry about the black background at the four corners on the
- brush- they are mapped onto empty space, and don't show up.
-
- If you are looking for pictures of stellar objects, an EXCELLENT source are
- the GIFs on wuarchive.wustl.edu. They have pix of Jupiter, the Moon, the
- Earth, and some of Voyager's pix (I forget which ones). The Art
- Department Professional is ideally suited to converting the GIFs to IFF24's
- and cropping the image so they take up the full size.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 44. QUICKER RENDERING, by Steve Worley:
-
- The next time you sit down in front of your Amiga (if you aren't already)
- IMMEDIATELY go to your Imagine directory and edit Imagine.config.
- Change the flag on "Do lines in color shade" from T to F.
- You have just changed a pitiful previewer into something that makes
- really nice quick anims.
- The "color shade" mode was stupid when I tried it out. Yes, you could
- see the color of every polygon, but a quick 100 by 100 HAM scanline was
- infinitely better.
- However, when I was playing with function keys in the config file, the
- "do lines" option caught my eye. (So much to experiment with... :-)
- The quality of the shaded models is decent. The objects are simplified,
- casting no shadows, and I think they lose brush and texture mapping.
- Unfortunately, ground is not rendered at all.
- So why am I raving? Because the quality is decent, and the
- rendering BLAZES!!!! A complex scene with about 10 objects with
- 400 polygons each rendered a 320 by 400 scene in about 50 seconds. The
- "percent done" indicator BLURS! [I have a 6M 25Mhz A3000, so I'm cheating]
- However, I can render a 20 frame anim in about 20 minutes- it rocks for
- testing the "feel" of an anim. I would think unaccellerated machines
- would benefit even more. The amount of setup and load time for each
- frame is also cut since it doesn't load textures, etc.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 45. RENDERING TIMES, by Stephen Menzies:
-
- 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(anti
- aliasing , 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
- *Octree* to calculate the scene. I no nothing about it other than the
- larger the scale of the object, the faster it will render.The difference
- can go from *hours* to minutes.So scale your scene big. Select everything
- in the scene (including camera and lights) and scale it interactively.
- Don't worry, this won't disturb your camera view or anything like that.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 46. RESIZING (AND AVOIDING SPIKES), by Scott Sutherland:
-
- Mike (last name? from The Portal System) writes:
- >Has anyone else noticed this bug? I took an object, a human skull,
- >and wrapped a brush around it..marble..anyhow I took this object
- >into the stage editor and resized the object to make it smaller than
- >it was when I originally was defining it in the detail editor..when I
- >went to render the scene..there appeared to be a number of *spikes*
- >protruding from the skull..actually looked kinda cool..but not what
- >I had in mind..anyhow I feel the problem is that when you resize an
- >object in the stage editor that the points and faces are contracted..
- >but the axis and any brush or attributes are *not* likewise contracted..
- I encountered something similar (no "spikes" in mine though) on my
- mannequin project. You MUST be careful when you resize objects in the
- STAGE editor. I found that I needed to be in the GLOBAL (not LOCAL) mode
- to get things to work out right. And Mike is correct with respect to the
- TEXTURE attributes. I had the WOOD texture and grain nicely chosen for my
- original object. When I shrunk it by a factor of 100 and rendered it, the
- texture lines were gone. It turns out that all the info that is in the
- EDIT TEXTURE window is unaffected by all of this shrinking or expanding.
- You must change these in the DETAIL Editor. Also, if you are MORPHING one
- object into another, these Details are not affected. What do I mean? I
- morphed a wood object into a black GLOSSY object. As I carefully watched the
- object morph animation, I saw that the BASE color of my tan wood slowly
- changed into black over the 25 frames of my animation. However, the wood
- GRAIN color remained constant. Then the GRAIN just 'popped' out (disappeared
- from one frame to another) from frame 24 to 25. This does make some
- interesting effects, but it was NOT what I wanted.
- I did find a work-around for this (don't we seem to spend a lot of time
- finding out how to use UNDOCUMENTED features to work around things the
- DOCUMENTED features cannot handle ;^))?? ). In the STAGE editor, I moved
- to FRAME 24 and SAVED this object as OBJ.FR24 (or something like this). I
- loaded it into the DETAIL editor and changed the grain color to something
- more reasonable (it went from Dark Brown to black, so I just lowered the
- intensities on all guns to almost black). I then went back to the STAGE
- editor and did the following. I deleted my original morphing object. Then
- I loaded the starting wood object into frame 1. I then loaded my OBM.FR24
- into frames 2-24 with a transition of 23 (or is it 22? I forget.). Then I
- loaded my FINAL black object into frame 25. Thus, Imagine thinks it is
- morphing from one wood texture to another for 24 frames and then to a solid
- (non-textured) surface in frame 25. From frames 1-24, both the base color
- AND the grain color morph. I suppose that I could have simply KEPT the
- wood texture on and morphed from my original wood texture in frame 1 to a
- BLACK base color and BLACK grain colored wood in frame 25. This would have
- saved me from using 3 different objects for this, but I wanted to remove
- the wood completely.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 47. RETRACKING THE CAMERA, by ???????:
-
- In the Stage editor it is possible to re-track the camera to your object
- after moving the camera (or the object I assume, I didn't try it), just
- hit Right Amiga-C and hit return to clear the requestor, and the camera
- is now re-aligned to your object.
- I had been going back to Action and doing the delete-add-track sequence
- on the camera's actor bar.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 48. ROTATING, by Udo Schuermann:
-
- It's ALIGNMENT and not ROTATION. And yes, morphing the alignment
- (orientation) will use "shortest distance between two angles."
- Breaking up the rotation should work. I have had success with
- something like 0-175, 180-355 on a 72 frame rotation, so I know it can be
- done. Try 0-170, 180-350.
- If you're not using any other F/X on the object, then use the
- Rotate F/X -- it's VERY easy to use and can save you a lot of work.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 49. Shadows on mapped surfaces, by Steve Worley:
-
- Marc Thompson writes:
- >The only thing I don't like about it is that shadows cast on a bump
- >mapped surface don't conform to the bumps (since the bumps aren't really
- >there). There are some papers that address this problem, but I would like
- >to come up with a solution that is within the realm of LightWave or
- >Imagine to fix. Anybody have some ideas they'd like to kick around?
-
- There are a couple of solutions, though I don't know how successful
- they'll be. The most logical is probably to try to soften the shadow
- edge as much as you can, so that it's not a ruler straight line that
- doesn't follow the apparent contours. (Lightwave has soft shadows,
- yes?) If the built in soft shadows aren't blurry enough, try replacing
- each light with a cluster of three light sources of 1/3 the intensity.
- That will soften the shadows and also give you control over the amount
- of shadow-edge blurring just by moving the lights closer or further
- apart. This technique can be used in Imagine as well.
-
- So Mark, there isn't any way to change the renderer: the shadows are
- going to be projected on a flat plane. Unless you replace your water with
- a real height surface (ugh!) you have to live with the broken shadow edge.
- The best you can do is hide it by blurring the edge (as described above)
- or manipulating the scene and camera to minimize it's appearance.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 50. SKIN, by Kevin Goroway:
-
- I've used this to create airplane wings, and the like, I start by creating
- the "ribs" of the wing. copy them, size them, etc. until I have the ribs of
- the wing done (much like a balsa wood model of a plane). I then multi select
- all of the ribs, and select SKIN, which does exactly what you would expect.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 51. SLICE I, by Kevin Goroway:
-
- Create the object that you want to bore a whole through, or slice.
- A sphere will be fine (primitive sphere)
- Create the object to do the cutting with, a cylinder to drill a hole, or a
- plane to do some cutting, for example.
- Place the objects over one another, aligned the may you want the SLICE to
- take affect (did you understand that?)
- Multi Select the two objects (order doesn't seem important) and select SLICE.
- This will leave many new objects, which you can cycle through and delete the
- ones that you do not need, or want. For example, slicing a sphere with a
- plane will leave the bottom half of the sphere, the top half of the sphere,
- a plane with a disc cut out of it, and a disc. (understand where these all
- come from...)
- SLICE can be used to do some very powerful things (BOOLEAN wise...)
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 52. Slice II, by Colin Stobbe:
-
- I just got the Imagine Compendium 91b today, but noticed that there
- isn't much about SLICE, one of my favorite features, so I decided to tell
- all of you what I do with it.
- One of the objects I've been working on for the past while, requires
- quite a number of 'decals' (I'm actually modelling a plastic model I have).
- I however have had little success with brush maps in the past, however (it
- was before I got on this echo). When I got Imagine, with it's slice feature,
- my problems were solved. Now what I do, is draw the decal in a paint
- package, import it into Imagine with the CONVERT IFF/ILBM feature in the
- detail editor and extrude it. What I've now got is basically a punch, which
- I position partially inside the object I want to put the 'decal' on. I next
- SLICE them together.
- What I'm left with is usually four objects. I've got the 'punch' in
- two pieces, which I dicard, the origional object with a hole the shape of
- the 'decal', and a piece of the origional object in the shape of the 'decal'.
- I've now avoided using a brushmap, but more importantly, I can change
- the attributes of the 'decal'. Insted of having just a flat color, I can
- change the reflectivity, roughness, etc., and put textures and even
- brushmaps on the 'decal', making it look quite a bit more interesting.
- The only problem with SLICE is that it takes memory, lots of it. When
- I only had 3MB, I ran out all the time, and even at 10MB I've run out of
- memory.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 53. SNAPSHOT I, by ?????:
-
- >From the stage editor, assume you have an object that has the effect of
- explode. Goto the last frame of the animation (again, assuming that this
- is a x-frame length animation where explode runs from frame 1 to frame x).
- You will see the object is in pieces according to your description of
- explode. Select the object (eg, place the cross-hairs over the object's
- axis origin and click). Select snapshot. You will then be presented with
- a file requestor for an object file. Type in object's_name.exploded.
- Now go into detail editor and load object's_name.exploded. You will then
- load the "exploded" version of the object.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 54. SNAPSHOT II, by Scott Sutherland:
-
- I do not know about your exact situation with the STAGE editor, but let me
- tell you my encounter with something similar that may help you out. I was
- attempting to MORPH two objects together. I had created one of them using
- the DETAIL editor, saved it, and then used the various tools in the DETAIL
- editor to alter it to its final 'morphed' form. I then went to the STAGE
- editor and loaded object one for one frame. Then I loaded object 2 for
- frames 2-25. I looked at the FIRST and LAST frames and all looked well.
- Then I chose ANIMATE to do a wire-frame preview. What I saw was that, while
- my object morphed, it stretched along the X axis by ~30%. Well, I checked to
- see if the final object was larger than the initial one (loaded them on top
- of one another in the DETAIL editor). They were the SAME 'apparent' size.
- I put apparent in quotes because this WAS my problem. I looked at frame
- 1 of the animation, selected the object, and checked its size. I then
- looked at the final object in frame 25 and checked its size. THEY were the
- SAME. However, when I looked at them in the DETAIL editor, their Y sizes
- were NOT the same. I guess that the size is taken from the axes or
- something. Armed with this knowledge, I went back to the STAGE editor and
- into the ACTION editor. I noticed that my SIZE line for the morphed object
- was only defined for FRAME 1. I selected INFO and the clicked on the
- object size. I altered the FINAL frame number to 25 and tried again. I
- got the SAME result as before (morphing and stretching). Finally, I went to
- FRAME 25 of the morphed object's SIZE line and changed the size to the
- numbers given to me in the DETAIL editor for the final object. THIS SOLVED
- THE PROBLEM!!! Thus, check all initial and final sizes and play around
- with the object's SIZE timeline.
- As for the TRACK axis, I had similar problems. I just deleted my TRACK
- object and reloaded it clicking once on the first frame of the animation
- and once on the last frame to give it a timeline over the entire animation.
- I hope this helps (you and anyone else having problems).
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 55. Starfields I, by Matt Feifarek:
-
- The best star generator that I know of is Dpaint...
-
- Hires, grey scale palette...
- Set the range to be the whole palette.
- Turn on cycle draw.
- SIze the airbrush REALLY big ( 500+)
- click... instant star field.
-
- Map this onto a ground object (with repeat if you want), and use it
- like a ceiling.
- The different grey levels give the impression of different star magnitudes
- and sizes.
- The only drawback to this is that there is no parallax, but there is VERY
- little in real life, unless you are travelling at near-light velocity.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 56. Starfields II, by Juan Trevino:
-
- One way to make a moving starfield in an animation (assuming this is
- an ANIM OP 5 format) is to load the anim into DPAINT. Then, using Kara's
- Starfields, you can use a stencil to place them behind your image. Of course,
- you will have to have enough RAM to load the anim in as an ANIMBRUSH. This
- should theoretically work, although I haven't tried it. BTW, when you render,
- you should use the Genlock Background option in the Action/Global menu.
-
- Another way, maybe easier, would be to load up the KARA Starfield
- Anim into DPAINT, then save them out as separate frames. Then use the
- feature of IMAGINE to Flat X Flat Z wrap them onto a plane using all the
- frames in an animation. Get my drift?
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 57. TEXTURE AXIS, by denbeste@ursa-major.spdcc.com:
-
- The texture axis is the reference from which the texture algorithm calculates
- its discontinuities. If you place the texture axis at 100,100,100 and are
- using "checks" with cube-size of 40, then on each axis the color changes will
- occur at -20, 20, 60, 100, 140, 180 etc.
-
- If you set up a cube (or a "ground") so that it lays exactly at one of these
- change planes, you'll get what they refer to as "digital bounce" which means
- that the color is indeterminate and it effectively makes a random choice.
- You need to offset the texture axis so that the surfaces of your object do
- not lay on such change planes.
-
- The "brick" texture isn't any more complex conceptually than "checks", it
- just has more of these color planes to watch out for. For example: If your
- "brick" texture is centered at 0,0,0 and has brick size of 40,40,40 and
- mortar size of 10,10,10, then on the X axis there's a color change plane
- at 0, 40, 50, 90, 100, 140, 150 etc.
-
- >With the cube, axis in the exact center, where do I place the axis of the
- >Texture? in the cube? out of the cube?
- Since a texture extends infinitely far in all directions,this doesn't matter.
- What IS important, as stated above, is to place the axis so that none of the
- surfaces of the object lay exactly on any color-change plane.
-
- > Maybe I should move the axis of he cube?
- The axis of the texture is kept relative to the axis of the cube, so moving
- the cube won't cause manifestation of the texture to change.
-
- > How big should I scale the Texture, does this matter at all?!
- You should scale the texture to make the result look the way you want. For
- instance, you need to make sure you don't make it too large, or else your
- cube might end up being one big brick - which is rather pointless. Equally,
- if you make the texture too small, your cube might become a hundred million
- tiny bricks, which is equally pointless.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 58. TEXTURES, by Steve Worley (a full treatise on the topic):
-
- No matter how good you are at creating objects, they are never detailed
- enough, especially in surface appearance. Textures allow you to quickly
- give your objects a complex, detailed surface without much work. A
- woodgrained picture frame has a lot more character than a flat brown one.
- Textures are just algorithms that Imagine uses to decide how to color
- a particular point on the surface of an object. Textures can also determine
- the transparency, reflection, and surface angle at each point. They
- can even be layered on top of each other for more complex effects.
- Each texture has its own particular inputs. Most of the time, you need
- to enter a color, transparency, and reflection value for whatever detail the
- texture is applying to your object. These are raw numbers- no sliders. I
- often use the color sliders in the attribute requester to chose the texture
- color or whatever, then write the numbers I want down. [Remember to reset
- the default color!]
- Note that for most textures, when I say "color" I mean surface color,
- reflection, and transparency. Most textures can set all three!
- Some textures, like disturb, will affect surface light reflection like
- altitude brush maps do. More on altitude maps in the next article.
- There are often a few extra parameters to set dealing with the way the
- texture is applied. This might be check spacing, wood grain thickness, or
- brick size. These are pretty straightforward, especially since the
- photocopied Imagine Manual addenda have OK descriptions of what each
- parameter does. One very important note: Any raw size measurement, like
- check size, (anything that measures a distance) is measured in STAGE EDITOR
- units. Huh? What I mean is that if your check size is 100, every 100 units
- in the STAGE editor you'll get a new check. This won't matter if you don't
- resize your objects in the stage editor, but if you design a checkerboard
- thats 80 units wide, and set check distance to 10, things might work out
- great. If, however, you scale the object in the STAGE editor to 160, you're
- going to get 16 checks across. -->Texture parameters do NOT scale with
- objects<-- The only other parameter is the texture axis, which can be
- manually edited. The texture axis is pretty important. For most textures,
- you need a "base" location and orientation to give the details a reference.
- For example, the linear texture needs to know where the "fade" starts and
- what direction to fade in. What you do is just place the texture axis
- where you want the fade, and point the Z axis in the direction you
- want it to go. The wood texture at it's simplest is a bunch of
- concentric cylinders of coloring. Where should the center be, and
- which direction should the cylinder point? The texture axis will tell
- you. Some textures don't care about the axis, though, like Camo.
- An important point- if your texture axis is RIGHT on a face, you might
- get some funky effects, since for a texture like checks, the surface of the
- object is EXACTLY where the checks change. The algorithm does not know what
- color to return, so you get what Impulse calls a "digital bounce." This is
- most common when you're texture mapping a flat plane. Fix: move the texture
- axis just a tiny bit.
- A tip- wood looks best when the axis is nearly, though not quite, parallel
- to the longest object dimension. This gets you nice grain cross sections,
- and looks more realistic (who ever cut two-by-fours across the grain?)
- I could go into a discourse about each texture, but that'd take a
- lot of time. The trick is to play with them! Mike Halvorson loves
- to say "just play with the feature, you'll get it", which I find
- true, but very vague and annoying to users who are already confused.
- However, for people who are comfortable with Imagine, its the best
- way to extend your mastery and produce some truly delightful scenes.
- Many, if not all, textures only affect some parts of an object.
- The camouflage texture is an excellent example. You set the default color
- of the object from the attributes requester. The Camo texture then
- layers its spots ON TOP of this default. If there is no spot on a
- particular location, the default color will show through. This is
- true with most textures. Wood only adds the "grain" and lets the object's
- default color become the normal woody non-grain parts. Linear gradually
- fades from the default to another color. Checks adds color on its checks
- and lets the default attributes stay in the opposing checks.
- Why is this important? Well, this can be used to our great advantage. YOU
- CAN ADD UP TO FOUR TEXTURES simultaneously. They are added in order
- from 1 to 4. What can you do with this? Well, you can take a desk, and
- with Texture 1 add a wood texture. Then you can add a camo texture as #2,
- and the spots will cover up the wood, but you'll see GRAINED wood where
- there are no spots and NONGRAINED, solid color spots where there's a
- camo spot. This can be used up to four times.
- I have an island (I'm working on "Ocean Sunset") and I've given the
- Vista-created terrain three textures. First, a Radial texture which
- varies the base color from two subtle shades of sandy-brown. Second,
- my sandstone texture (I posted long ago) to simulate the sandy shores.
- [Maybe camo with TINY spots would work.. Hmmm] Then, a linear which
- fades the beach into a nice vegetation green color once you get past
- a certain distance from the beach. These give the island a nice,
- detailed character that I'd never be able to match by picking and
- coloring individual polygons.
- Louis Markoya's Surface Master has some example combinations of textures.
- He has pictures that show how the different texture parameters affect the
- final object appearance. I believe he showed all the textures except Camo.
- He also had a selection of parameters for the wood texture for different
- pieces of wood- it was VERY nice. The examples of combinations of textures
- (like dots on brick) were pretty cheesy, though.
- The most useful textures are probably wood and linear. Wood can
- do a lot of powerful effects, and linear is useful everywhere. The
- other textures are useful, too, of course, but I use linear and wood
- the most. There are a lot of impressive things you can do by abusing
- textures :-) Here's a fun one:
- o Create an object. A long logo works great. Color it and texture it
- any way you want.
- o Add a linear texture, set the Z transition width to about 20% of the
- object length. Put the texture axis way over to one end, oriented
- towards the center of the logo or whatever. Make the color of the
- texture be black, no reflection, and 255 255 255 filter. Yes, completely
- transparent. Make sure the linear texture is the last one if you
- already have some other textures on the object.
- o Render. You should have basically an invisible object, since the
- linear texture is completely transparent and covers the whole
- logo. Fix the axis if its pointed the wrong way.
- o Copy the object. Move the texture axis way to the other side, oriented
- the same way. Save it with a DIFFERENT filename. Test render. It should
- look just like your normal object without a funky linear texture.
- It should certainly NOT be transparent.
- o The fun part. In the action editor, morph object one into object two.
- The only change is the texture axis, so Imagine will interpolate
- its location from one end of the logo to the other for each frame.
- Make the animation at least 10 frames, preferably 20. You can render
- in scan- it'll work just fine.
- What happens is the linear transition band "flies" across the logo,
- fading the logo in as it moves from one side to the other. It's an
- impressive way to introduce an object into a scene! It is also pretty
- easy to do... 10 minutes tops.
- Textures are really powerful, and if you haven't played with them, START!
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 59. Wall Paintings, by Udo Schuermann:
-
- Juha Kallioinen <s37804r@puukko.hut.fi> writes:
- > I'm making a painting with a wooden frame to be hang on a wall.
- > There popped up a problem with the brush and the wood texture.
- > If I put the brush inside the frame like the awful picture down there
- > shows, I get the wood grain rendered on the brush, and that is not what
- > I meant. What should I do with my texture parameters ?
-
- The solution is to separate the frame and the backing upon which you
- map the brush (front view):
- _________
- | _______ |<--frame (object 1)
- || |<---backpane (object 2)
- || ||
- || ||
- ||_______||
- |_________|
-
- The Backpane gets the IFF brush mapped onto it; the frame gets the
- wood texture. Group the two objects together and save them as a
- group. Voila!
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 60. Walls I, by Mark Thompson:
-
- I am surprised no one has mentioned the method I would have used. 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. I'm not sure how difficult it would be to add
- the windows/doors in Imagine's modeler, but it would be a breeze in
- LightWave. Hope this helps.
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 61. Walls II, by Steve Worley:
-
- Two methods. First, 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 joins, use "snap to grid" in
- the project editor which will instantly adjust your walls to a perfect
- fit. [As long os your wall lengths are muliples of the grid line spacing.]
-
- The other 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 |
- ------------------+--
- |
- | wall 2
- |
- |
- |
- camera X
-
-
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 62. WORLD SIZE I, by ???????
-
- So THAT's how you change the world size! The size requester in the
- Globals section!!!!! Is this true? I'm gonna play with it, but has
- anybody else found this?-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- 63. World Size II, by Steve Worley:
-
- Juan asks about world sizes.
- Here's my thoughts on them. World size is an awfully confusing option
- in Imagine, which I think shouldn't even exist. Basically, what
- happens is that when in TRACE mode, there is an algorithm that sorts
- objects (and parts of objects) in a rough depth order so that figuring
- out what obscures what is a bit faster. The world size tells Imagine
- how big of a volume to expect objects in (what volume to sort).
- Unfortunately, if you have objects outside this volume, they won't be
- sorted and probably won't even be rendered. Thus, keeping your objects
- INSIDE the world is important.
-
- However, if you keep your objects contained within your world by
- making EVERYTHING really tiny, your objects will take up only a small
- volume of the world. When Imagine starts "sorting the world" it has to
- wade through a lot of empty space to "get to" your objects.
- Unfortunately, all of the extra empty volume takes time to sort
- though, so the rendering slows down. Sometimes this slowdown is
- DRAMATIC, like 10 times slower in trace.
-
- [Forgive the handwaving explanations of an octree. I know you're
- groaning, Mark.]
-
- Thus, there is a certain scale you want to make all of your objects.
- You do NOT want to make your objects larger than the world, or they
- won't render. You also do NOT want to make your objects too small, or
- you'll wait forever to render.
-
- The way you can manually change world size is by adding a size bar to
- the GLOBALS actor in the Action Editor. Unfortunately, a lot of people
- use this to get around the sizing problem. Unfortunately, because a
- lot of people don't know exactly what it does and MISusing global
- world size is a very frustrating experience. You're welcome to play
- with this "solution", but I'll give my FOOLPROOF method of sizing.
-
- Steve's Foolproof World Size:
-
- The DEFAULT world size is a cube that is 2048 units wide, high, and
- deep, centered around 0 0 0. [X, Y, and Z coordinates range from -1024
- to +1024] As long as all of your objects are within this range, they
- will render, and you do NOT have to add a size bar to the Global
- actor. This is the big trick- use the default! If you start mucking
- with size bars, you're gonna confuse yourself. I do.
-
- "But what if an object accidentally goes outside the volume? Don't I
- have to increase the world size then?"
-
- Well, no. You can always move and rescale your scene to fit inside the
- world volume. Remember you might also have a scene that is too SMALL
- so it takes forever to render, and this situation is almost at bad as
- having cut-off objects.
-
- What you do (and what _I_ always do) is design my scene at about the
- right scale (ie, my scene's objects stay within a volume about 2048
- units on a side.) I do NOT worry about going outside the volume or
- trying to keep things big. I make sure that I don't do something
- boneheaded like make cars 1 unit wide or 10000 units wide. The best
- way to do this is to set a grid size of about 50. If I zoom in too
- much, the grid dissapears, reminding me I might have the scale too
- small. If I zoom way out, the grid blurs into a near-solid patters,
- remining me I'm on a too-large scale. Remember, I'm not really paying
- attention to the real size, I'm just making sure that I'm somewhere
- within an order of magnitude of it.
-
- Finally, when my scene is done, I use a trick to make everything fit
- into the world nice and neatly. First, I set the grid size to 1023.
- This makes the world size easy to see, its the volume between the first
- grid lines. I select an object near the center of my scene, then I
- multi-pick ALL of the objects (by holding down the shift key and
- clicking on the objects one at a time.) This INCLUDES the camera and
- the lights. Nothing should be left out: no objects drawn in white
- should be on the scene.
-
- Then (I) hit "m" for move. ALL of the objects are moved at the same
- time, and their relative positions are not changed. Move the objects
- so that they are centered about the 0 0 0 world origin. "Centered"
- means the the far leftmost object is as far away from the origin as
- the rightmost object, the frontmost is as far in front of the origin
- as the backmost object is in back of the origin, etc.
-
- Now, hit "s" to scale the objects. ALL of the objects will shrink or
- expand around one point (the object you selected first). You want to
- size the objects so that they JUST fit into the world volume that
- you've defined by the grid lines. Usually just one dimension is the
- limiting factor; size the objects to that the largest dimension fits.
- (DON'T individually size the X,Y,Z dimensions!) You might want to use
- "m" again if the shrinking/expanding scene moves off of center. Your
- final configuration should have all of the objects centered inside
- the world with the objects taking up most of the volume of the world
- (in at least one direction).
-
- The beauty of this method is twofold: first, you don't have to muck
- with world size, but everything will render at optimum speed. Second,
- you don't have to pay attention to world size while you create your
- scene. The resizing will NOT, repeat will NOT, change your camera
- views! The camera is resized with your objects, so everything stays in
- proper perspective (literally). (The technical explanation is that
- cameras measure angles, not distances.)
-
- Thats it. I don't worrry about world sizes or slow renders now.
- Frankly, I never understood how to tweek world size for perfect
- renders, so this method saved me a lot of grief.
-
- ==================== end of compendium main body ============================
-