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- IMAGINE archive: collected off of imagine@ATHENA.MIT.EDU
-
- ARCHIVE 0
- Jan 8 '91 - Jan 31 '91
-
- If you have questions or problems with this file, email Marvin Landis
- at marvinl@amber.rc.arizona.edu
-
- Many thanks to Doug Dyer (ddyer@hubcap.clemson.edu) for the previous
- versions of this archive
-
- note: each message seperated by a '##'
-
- &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
-
- Subject: Extrude along path (point path)
- Date: Tue, 8 Jan 91 12:19:10 PST
- From: "\"davis@soomee\""@rust.enet.dec.com
-
- I wanted to create a wall with smooth curves so decided to extrude
- it along a path. I placed axes and oriented the axes in the direction
- that I wanted to path to proceed, picked axes in same direction, selected
- sort, then make path. My path was made with no problems. I called the
- Mold requestor, picked extrude along path and placed my path name in
- the gadget, then selected perform. In the editor screen a requestor
- appeared stating "illegal parameters". After experimenting for a couple
- of days, I figured out that Imagine does not extrude along paths
- created with the "Make Path" command, whether used in the Detail
- Editor or Stage Editor. It WILL extrude along paths created from
- points and edges (exactly like Turbo Silver). A quick way to create
- this path is to load an axis, place points in the path you want to
- create, then connect the points with edges SEQUENTIALLY in the
- paths direction. Or you can use the "line" command to create the
- path. If the points in the path are not "picked" in order your
- path will meander in the order that the points were picked. This
- path creation inconsistency is an annoyance and have so notified
- Impulse.
-
- mark
-
-
- ##
-
- Subject: Welcome!!
- Date: Tue, 08 Jan 91 15:36:02 EST
- From: spworley@ATHENA.MIT.EDU
-
- At last, the list has begun! Welcome to the Imagine Mailing List, a
- forum for the discussion of the use and abuse of Imagine. I am
- Steve Worley, the list's creator, and I hope this list will live up
- to its potential- My mailbox was crammed with 65 letters this morning!
- At this writing, there are 40 members, and I'll be continually adding new
- people as they turn up.
-
- Comp.sys.amiga has been getting a lot of Imagine questions and comments
- on it lately, and I hope to have similar discussion on a deeper level. I
- posted a loooong article about Im about a week ago, mostly dealing with
- its learning curve. I came close to giving up in frustration- I saw the
- power, but it was so maddening to try and so anything I didn't WANT to
- play around and figure it all out. Of course, it is now a week and a half
- later and I'm administrator of the Imagine mailing list. [Geez! Starting
- a list is an evil experience!] Imagine is a truly wonderful program, as long
- as you walk on the studs, and not the ceiling tiles.
-
- I was angry that Imagine comes with NO pre-built objects. Even two or three
- semi-complex objects (a chair, a car, a teapot) would have made a big
- difference in learning the ropes. It's boring to animate toruses flying
- around! (but kinda neat- I had one squish lengthwise to squeeze though
- the hole of another torus, then spring back. Keen!) Never fear, though.
- I keep repeating this, but if you want objects, they can be found via
- anonymous-ftp at ab20.larc.nasa.gov in incoming/amiga/3d/Imagine. I put
- about 40 objects there, and am busy making/finding more. If you don't
- know how to use ftp, ask one of your local computer gurus- they should help.
-
- The big question of the day a week ago was glass. How do you do it?
- The answer- SET SHININESS TO ZERO. Not low, ZERO. High hardness helps in
- certain cases. Also, I think the "filter" controls are intuitivlely
- backwards! To make absolutely air-transparent glass, all three filter
- sliders should be set at 255. I would think that filters BLOCK light, so
- low filter settings would let light through, but this is not Im's
- interpretation.
-
- Anyway, the Imagine mailing list is officially open. Mail sent to
-
- imagine@athena.mit.edu
-
- will automatically be sent to the 40 or more members of the group. If
- you have any purely administrative questions like adding/dropping yourself
- from the list, please DON'T email imagine@athena- mail ME personally because
- nobody else wants to read it. That's all!
-
- Happy Rendering!
-
- -Steve
-
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
- ##
-
- Subject: Eliminate Imagine 1.0 Startup Pic
- Date: Tue, 8 Jan 91 17:03:57 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- OK, the most appropriate post for all Imagine 1.0 users who are sick and tired
- of the damn Imagine picture loading every time you run Imagine or create a new
- project. I got my Imagine upgrade and after installing it, it didn't work. I
- contacted Impulse the next day and they were supposed to send out the picture
- fix (that was over three weeks ago) but it hasn't arrived yet. In the mean
- time, determined to use my new $150+Turbo Silver cost product, I was able to
- hack out the picture dependence. Make the following changes and enjoy some
- extra playing time :-)
-
- Use NewZap or similar sector editing program.
-
- For the floating point version:
-
- Load block 373,
- locate two occurencex of $1830,
- change $66 after first $1830 to $67
- save block 373
- (make sure Image.pic is absent or renamed)
-
- for integer version:
-
- Load block 376
- locate two occurences of $189c
- change $66 after first $189c to $67
- save block 376
- (make sure Image.pic is absent or renamed)
-
- This hack courtesy of: Rick Tillery
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: Steve's hint-of-the day!
- Date: Thu, 10 Jan 91 03:23:32 EST
- From: spworley@ATHENA.MIT.EDU
-
- 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 benifit even more. The amount of setup and load time for each
- frame is also cut since it doesn't load textures, etc.
-
- Anyway, my hint for the day. Try it!
-
-
- imagine@athena.mit.edu now has 56 members.
-
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: luminescent surfaces
- Date: Thu, 10 Jan 91 11:15:18 -0800
- From: echadez@carl.org (Ed Chadez)
-
- Greetings!
- Is anyone aware of a way to make surfaces bright (ie, luminescent with
- casting any light)? This was a feature in TurboSilver which, at first
- glance, didn't get carried over to Imagine. Any suggestions??
-
- --
- echadez@carl.org * Colorado Alliance of Research Libraries * (303)861-5319
-
- ##
-
- Subject: Textures and attributes
- Date: Thu, 10 Jan 91 16:25:59 -0500
- From: denbeste@ursa-major.spdcc.com
-
- Has anyone noticed yet that when you "save attributes" it doesn't carry the
- textures along with it?
-
- Anyway, I've been playing around with using multiple textures on the same
- object, and I've pretty much got it under control. (The documentation
- has an incomplete section which begins "You will notice that you can apply more
- than one texture to any object." and just lets that hang.
-
- Textures are applied to the object in rising order (that is, texture 1 is
- first). Each texture operates on what was left behind by the last one.
-
- For instance, if the first texture is "wood" and the second is "checks",
- then the resulting object will look like cubes of the output
- of the wood texture alternating with cubes of the color/shininess/filter
- described in the cubes frame.
-
- I hope to be able to generate some interesting effects with this after I
- do some more experimenting.
-
- ##
-
- Subject: How the list works, and a hint-of-the-day
- Date: Thu, 10 Jan 91 17:14:21 EST
- From: spworley@ATHENA.MIT.EDU
-
- A couple people have asked me how the list works, since some people
- haven't used mailing lists before. Quite simply, every e-mail sent
- to imagine@athena.mit.edu will be sent to my machine at MIT and
- a copy will be sent to every member on the list. That's it. I am
- not planning on moderating this group at all- just mail your Imagine
- raves, techniques, and bug workarounds [ :-) ] to imagine@athena.mit.edu
- and everyone will get it.
-
- Any administrivia like adding/removing yourself to the list and
- the like should NOT be sent to the list, because nobody cares but
- me. Email those queries to me at spworley@athena.mit.edu.
-
- -- == --
-
- The Hint of the Day.
-
- Have you ever used a sledgehammer on your Amiga when you are trying to
- fill an outline with triangles because *^*#*ing Imagine thinks points
- and edges are too close together? The answer? Buy Pixel 3D, an automatic
- outline filler.
-
- Now, friends, some people might go out and just do that. But today,
- and today only, I'm willing to give you a method that eliminates the
- hassle. In the tutorials, you probably made an 'A' and filled it by
- slicing with a plane. Even with this simple object I would get the
- dread requester "points or edges too close together."
-
- The solution: make sure that no points or edges on the plane
- are anywhere near points or edges on the outline. How? BY SLICING
- NOT WITH A PLANE THAT HAS 2*10*10 TRIANGLES ON IT, BUT BY SLICING
- WITH A SINGLE TRIANGLE THAT IS MUCH LARGER THAN THE OUTLINE.
- ^^^^^^ ^^^^
-
- Since the entire outline is contained in a single face, there are no
- point and edge collisions. I usually add a primative plane that is
- 1x1 (2 triangles) and scale it to outragous proportions. A side benefit
- is that the slicing/tiling time is considerably shorter since the sliced
- object is 2 orders of magnitude less complex.
-
- Try it!
-
- --------
- Remember: don't be afraid to post to imagine@athena.mit.edu
- Administrivia to me.
-
- Keep on rendering!
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
- ##
-
- Subject: Projects
- Date: Thu, 10 Jan 91 17:51:41 EST
- From: spworley@ATHENA.MIT.EDU
-
- I would be interested in knowing what people are doing/have done
- in Imagine, both for ideas and to see how diverse the uses are.
- I've been using Imagine since 12/27/90- here's what I've done after
- the tutorials:
-
- 1) 60 frame anim of the NBC Peacock, camera moving around, smashes
- through a "feather" which shatters
-
- 2) 30 frame anim of the x29 swooping and banking around some pillars
-
- 3) Animated logo for "MIT Live", a cable talk show. MIT in big,
- monolithic font, Live in script that writes itself out cursive
- over 20 frames [neat!]
-
- 4) Plain of 12 x29s each with different texture/attributes. This
- was to test different attributes/texturews/brushes.
-
- 5) This morning, made a set of Lego building blocks- a 4x2, a 2x2,
- a 1x2, a thin plate. I measured real Legos and got the measurements
- exact. Two versions of each- a "real" one with pips on the top
- and the deep cylinder things inside, and a trivial fake rectangle
- for use as blocks that are covered by other legos on top and bottom
- (just for speed). Any suggestions what to do with these?
-
- 6) A few stills of a flag waving in the wind with my picture on it.
-
-
- I also converted about 40 DEC OFF objects to Imagine format [posted
- on ab20.larc.nasa.gov]. I'm working on converting NFF files, including
- one of St Paul's Cathedral (!)
-
-
- I have yet to set up a plain covered with 100 mirrored balls. :-)
-
- -Keep rendering!
-
- -Steve
-
-
- ##
-
- Subject: Re: Projects
- Date: Thu, 10 Jan 91 15:02:06 -0800
- From: echadez@carl.org (Ed Chadez)
-
- Hi!-----
- I saw your list of projects, and would like you to post either what you've
- done, or (better yet) how you did it! for example:
-
- } 3) Animated logo for "MIT Live", a cable talk show. MIT in big,
- } monolithic font, Live in script that writes itself out cursive
- } over 20 frames [neat!]
-
- Was the script part created with the "grow" f/x or did you use Kara
- anim-fonts? (I hope it was grow since I don't have the kara fonts). In
- which case, why don't you mail out the project??
-
- As for an idea....
- } 5) This morning, made a set of Lego building blocks- a 4x2, a 2x2,
- } a 1x2, a thin plate. I measured real Legos and got the measurements
- } exact. Two versions of each- a "real" one with pips on the top
- } and the deep cylinder things inside, and a trivial fake rectangle
- } for use as blocks that are covered by other legos on top and bottom
- } (just for speed). Any suggestions what to do with these?
-
- Why don't you make the blocks build themselves into somthing, fly apart and
- build into something else, and back again. This would be an interesting
- looping animation....
-
-
- } I'm working on converting NFF files, including
- } one of St Paul's Cathedral (!)
-
- My only concern here is the size (file that is) of the object. If you can,
- why don't you post abreviated (SP?) versions simular to the DEC models.
-
-
- Be seeing you...
-
- --
- echadez@carl.org * Colorado Alliance of Research Libraries * (303)861-5319
-
- ##
-
- Subject: Projects
- Date: Thu, 10 Jan 91 15:07:51 PST
- From: glewis@fws204.intel.com (Glenn M. Lewis ~)
-
- >>>>> On Thu, 10 Jan 91 17:51:41 EST, spworley@ATHENA.MIT.EDU said:
-
-
- Steve> I would be interested in knowing what people are doing/have done
- Steve> in Imagine, both for ideas and to see how diverse the uses are.
- Steve> I've been using Imagine since 12/27/90- here's what I've done
- Steve> after the tutorials:
- Steve>...
-
- Steve> I also converted about 40 DEC OFF objects to Imagine format
- Steve> [posted on ab20.larc.nasa.gov]. I'm working on converting NFF
- Steve> files, including one of St Paul's Cathedral (!)
-
-
- Well, I am glad to see that somebody is getting good use out of
- my ShareWare project, "TTDDD"! So far, two people have registered.
- Maybe some more of you will find it useful, and be interested in getting
- SQuad (generates Super Quadric objects) and TSTeX (converts TeX fonts to
- objects). I neglected to mention in the TTDDD.doc that I am also
- providing the source code to ReadTDDD and WriteTDDD on the disks that I
- send to registered users.
- I appreciate the support of ShareWare, as I spent over 200 hours
- on the TTDDD project. Thanks, and happy rendering!
-
- Steve> I have yet to set up a plain covered with 100 mirrored balls. :-)
-
- Sounds like fun... Go for it!
-
- -- Glenn Lewis
-
- glewis%pcocd2.intel.com@Relay.CS.Net | These are my own opinions... not Intel's
-
-
-
- ##
-
- Subject: phong shading per polygon
- Date: Thu, 10 Jan 91 18:13:06 -0500
- From: vho@ai.mit.edu (Viet Ho)
-
- Anyone know of a way to bypass phong smoothing over an entire
- object? I mean control which set of polygons are to be smooth
- and which to be faceted? I have an MR-2 I've done in Sculpt
- 4D and some of the edges are to be facted (the door trimings
- for ex.) and others are to be smooth (thefront bumper).. With
- Scalp, you cam select which polygons should be smooth and which
- should be faceted. The only two ways I could thing of in Imagine
- (which I prefer not to do) is to break everything up to little
- pieces and group them or.. add more complexity to the object
- by subdividing the corners so that smoothing around the edges
- would be minimal.
-
-
- -Viet
- vho@ai.mit.edu
-
-
- ##
-
- Subject: imagine-ative legos and what to do with them.
- Date: Thu, 10 Jan 91 23:26:46 EST
- From: antunes@astro.psu.edu (Sandy Antunes)
-
- Hi there!
- Okay, Steve "Mr. Moderator" said he had some lego blocks made
- up and was wondering what to do with them.
- Well, I made a Tie Fighter (TM lucasfilm)-- riduculously simple,
- just a sphere primitive (so it can be exploded :) and two planes
- with structures added.
- So, for surrealism, I'm making it zoom around all sorts of weird
- things (trying to make a skull, currently)... why not make a lego
- death star trench? End the animation with a giant kiddie's hand
- plucking it from the "toy"...
- Imagine is tremendously useful for creating spaceship-type scenes,
- simply by grouping objects, zooming them around, and then blowing up
- discrete components of them (exploding all the pieces at once lacks
- 'realism')
- Anyone have any suggestions on how to make a laser, though? I thought
- maybe making a reflective line and bouncing a cylinder light pointing
- the right way at it, but I haven't tried that yet.
- sandy
- ------------
- Sandy Antunes "the Waupelani Kid" 'cause that's where I live...
- antunes@ASTROD.psu.edu Penn State Astronomy Dept
- ------------ "que sera c'est la via" -------------
-
- ##
-
- Subject: Re: luminescent surfaces
- Date: 11 Jan 91 10:36:23 MET (Fri)
- From: her@compel.dk (Helge Egelund Rasmussen)
-
- > Is anyone aware of a way to make surfaces bright (ie, luminescent with
- > casting any light)? This was a feature in TurboSilver which, at first
- > glance, didn't get carried over to Imagine. Any suggestions??
-
- You could set ambient light in the global requester, but this would work
- for all objects in the scene.
-
- Here is another question about light sources:
- I'm trying to create a night scene, where the only illumination is made
- by lamps which can be seen in the scene.
- My solution was to place the light source inside a sphere with color =
- (255,255,255) and filtering = (127,127,127). This work, but the
- lamps are very dark.
- Does anyone have a better solution?
-
- Helge
- ---
- Helge E. Rasmussen . PHONE + 45 31 37 11 00 . E-mail: her@compel.dk
- Compel A/S . FAX + 45 31 37 06 44 .
- Copenhagen, Denmark
-
- ##
-
- Subject: Legos, luminosity
- Date: Fri, 11 Jan 91 05:24:39 EST
- From: spworley@ATHENA.MIT.EDU
-
- I tried exactly the same trick of making a white lamp that was semi-
- transparent. Setting "diminish intensity with distance" REALLY makes a
- profound imact on this object- it looks pretty good, though you're right,
- its dim. How about putting multiple lights inside?
-
-
-
- Side note, I found Rick Roderiguez and asked him to join the list- he's
- the man who wrote Im's manual. [Oh boy, someone to, ah, direct, direct
- our constructive criticisms at. :-) :-) He sould be getting the list
- very soon, depending how long it takes my mail server to update.
- Rick, if you're on already, I would have to summarize what I feel the
- pervading opinion is- Imagine is incredibly powerful, and is an amazing
- piece of work. The biggest problem, by far, is the documentation, which
- is an order of magnitude too sparse. We also realize that you had only a
- limited amount of time to organize the documentation of a program that was
- being modified up to the last minute, but a few things are absolutely terrible,
- like my pet peeve, paths. Not the neat easy to use spline paths, but the
- undocumented, necessary for extrusion and grow, edged paths. Man! Ugh!
-
- Don't let my criticism sting to deeply- I LOVE Imagine, and I must have put
- 100 hours of time in the past two weeks into it. [and 2*7*23.5 hours of
- rendering time :-) Those 60 frame raytraced anims take a while.]
-
- Getting back to lights, anyone played with the diminish intensity with
- distance? How can you increase the distance light travels before it
- gets too dim to illuminate?
-
- Oh, a BIG problem (bug?) with Phong shading that glared at me with my
- Lego piece. Individual triangles on a single plane (like a tiled outline)
- sometimes have incredibly different shadings. I used Phong on my lego piece
- so the round pips on top would be round instead of polygonal. The WIERDEST
- highlights on the thing- Every triangle on the top, smooth face of one of
- the pips stood out in stark contrast with its neighbors. Don't know why-
- I thought Phong worked by interpolating surface normals between ajacent
- triangles and using this direction for light reflection and highlights. If this
- is true, the triangles on a plane are directed in the same direction and
- therefore should have interpolants that are constant. Any ideas, guys?
-
- I'll post my Lego so you can see.
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: luminescent surfaces
- Date: Fri, 11 Jan 91 08:38:29 -0800
- From: echadez@carl.org (Ed Chadez)
-
- I wrote....
- > Is anyone aware of a way to make surfaces bright (ie, luminescent with-
- > out casting any light)? This was a feature in TurboSilver which, at first
- > glance, didn't get carried over to Imagine. Any suggestions??
-
- And a reply was posted...
- } You could set ambient light in the global requester, but this would work
- } for all objects in the scene.
-
- I could do that, but I don't want a bland effect. (Ambient usually washes
- everything out if used too much.) But I appreciate the reply! So I
- suppose I should explain what I'm trying to do....
-
- Several of you mentioned "spaceships" or "space scenes"--this is sorta
- along the same lines. Imagine (pun not intended) if you will, lights on a
- spacecraft, or parts of a object that need to "glow". I thought of the
- same idea someone else had about a laser, but it won't work in every case.
- To simulate random windows on a space station in TurboSilver, I used a grid
- texture, made the grid "bright" and made the object's own surface dark.
- This meant parts of the object "lit" up, while the whole object was shaded.
- And it rendered VERY nicely. As far as I can tell, Imagine doesn't have a
- "bright" attribute. Any ideas? How do YOU make your objects lite up on
- their own? How do YOU make your spaceship's cockpits or crew cabins light
- up naturally?? I really don't want to go back to Turbo just to do these
- scenes (although I may have to).
-
- Thanks for any assistance you can offer.
-
- --Ed Chadez.
-
-
-
-
- --
- echadez@carl.org * Colorado Alliance of Research Libraries * (303)861-5319
-
- ##
-
- Subject: Re: Projects
- Date: Fri, 11 Jan 91 11:03:34 MST
- From: marvinl@amber.rc.arizona.edu
-
- > I would be interested in knowing what people are doing/have done
- > in Imagine, both for ideas and to see how diverse the uses are.
-
- Well I am using Imagine for an interesting project, I thought I would share.
- An archaeologist here at the University of Arizona, is uncovering a
- Roman Villa that existed in about 200 BC. With the aid of the drawings
- he is bringing back from Italy, I am recreating the villa with Imagine.
- The tile floors have some spectacular mosaic patterns, and I'm using
- the brush mapping capability to reproduce them on my Imagine model.
- We will be doing a fly through of the model as he felt it looked in 200 BC.
- We may also use Amiguy (a 3D character object I originally created with
- Sculpt 3D, but redesigning with Imagine) to lead a tour through the Villa.
- He has really been impressed with the 3d rendering ability of Imagine, and
- so far all I have shown him is HAM renderings. However, I just received
- a FireCracker 24 last night, so wait till he gets a look at the 24 bit
- renderings! I will be single frame recording the flythrough on our
- Panasonic Optical Disk Recorder, for later recording on videotape. Should
- be an interesting video when its all done, and have already had some
- interest from National Geographic about the project.
-
- Marvin Landis
- Research Support, University of Arizona
- marvinl@amber.rc.arizona.edu
-
- ##
-
- Subject: luminescent surfaces, lasers, etc.
- Date: Fri, 11 Jan 91 13:59:04 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- Uh oh...look out, here comes the renegade Lightwave user amongst all the
- 'Imagine' rabble :-)
-
- A very effective techique for creating things like flames, lights, laser
- beams etc. is to define your object as 'luminous' and then enclose that
- object in a translucent larger copy of itself. The washed out look of
- the 'luminous' object doesn't matter because the translucent object gives
- a 'glow' that makes the overall effect very good. In Lightwave, this
- would be accomplished by using the LUMINOUS switch for the first surface
- and setting the exterior surface to be LUMINOUS and ~ 50% transparent with
- clear polygon edges. Is there an Imagine equivalent for setting transparency
- on the polygon edges independant of the interior transparency (giving
- a crude control of opacity thoughout the *volume* of an object)?
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: erratic attribute application, lamps
- Date: Fri, 11 Jan 91 15:30:04 PST
- From: "\"davis@soomee\""@rust.enet.dec.com
-
- Cc: davis@soomee
-
- I have been having an on-going problem with extruded objects
- being rendered (scanline) with the color attribute erratically
- applied. I create an extruded object and color it yellow(or red,
- or blue, or...), I place it in a setting(with or without ambient
- lighting, horizon, etc..), when rendered the object has places on
- it that is white(not colored). It seems to only happen with
- extruded objects. anyone else seen this? Anyone have any suggestions?
- I sent a notice to Impulse on People/Link but haven't had any
- comments from them yet.
-
- This may sound obvious but you CAN set your lights >255. I am
- experimenting with simulating sunlight with lights >1000.(makes
- radical shadows)
-
- mark
-
- ##
-
- Subject: Hint-of-the-day, list glitch
- Date: Tue, 15 Jan 91 05:17:26 EST
- From: spworley@ATHENA.MIT.EDU
-
- A completely undocumented feature of Imagine- pretty neat! 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 of
- these. 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.
-
- List Membership at just over 60. There might have been a glitch in
- the delivery of mail sent to the list on Sunday and Monday- the
- host machine power cycled a few times.... :-)
-
- Remember, to post anything to the list, just e-mail imagine@athena.mit.edu
- Thats all!
-
-
- Keep on Rendering!
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Some nice attributes
- Date: Tue, 15 Jan 91 07:11:27 EST
- From: spworley@ATHENA.MIT.EDU
-
- 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
-
-
- Still looking for a nice metal or chrome.
-
- Have fun, guys! Mail to imagine@athena.mit.edu to send stuff to the list
-
- Keep on Rendering!
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
- ##
-
- Subject: metals and chrome
- Date: Tue, 15 Jan 91 09:46:39 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- The primary keys to getting an effective metal texture is some degree of
- reflection (obvious) and setting the specular highlights to be the same
- as or close to the surface color. A more complete discussion of the
- reflective properties of metals and other materials can be found in
- "Illumination and Color in Computer Generated Imagery" by Roy Hall.
- A good way to achieve the reflection effect without the effort of a
- full reflection map or the time expenditure of ray-tracing is to create
- a monochrome image of some black fuzzy blobs (random size and shape) on
- a white backgound with a smooth gradient from black to white. This can be
- universally used as a relection map and yield good results. The smoother the
- gradient, the better (an IFF24 image is best).
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Is this still a problem?...Solutions?
- Date: Tue, 15 Jan 91 17:40:27 EST
- From: sutherla@qtp.ufl.edu
-
- I haven't had a chance to test this yet, but I thought I'd ask anyway
- in the off chance that someone might have a possible explanation. I am
- assuming that, like myself, many of you are old TS users (old figuratively,
- of course ;^). I had a "problem" with a TS project I was working on a
- while back which I was never able to solve (with and without Impulse's help).
- I had an animation in which one of the objects was a sidewalk. Now, since
- it was cement, and cement is "rough", I set the objects ROUGHNESS to a finite
- value (> 0, but I do not recall the exact number). (This is in TS 3.0 and
- 3.0 SV BTW) After playing with the various attributes for a while, I was
- able to get a very realistic cement-looking texture. Needless to say I was
- very happy.
-
- Well, I used this sidewalk (and a "roughened" asphalt road) in
- a 125 frame animation. Since I was originally doing this on an A2000 with
- 1Meg, NO accelerators, and 2 floppies, I had some trouble making and storing
- solid modelled and ray-traced previews (even for a few frames), so my problem
- did not become apparent until I was allowed access to a faster system and
- a HD. What happens is that the roughness pattern on the sidewalk varies from
- frame to frame, causing the sidewalk object (and the road object) to look like
- it has millions of little bugs crawling on it. This shifting also occurs in
- the reflection of the sidewalk and road in the storefront window I had as
- another part of the scene, so it is a REAL shifting. Mike Halvorsen's
- explanation was that the ROUGHNESS algorithm involves a random distortion of
- the surface and, therefore, will vary from cell to cell. This is unacceptable
- for my animation, and I was wondering if anyone knows a work-around for this.
- Also, is this still a problem in Imagine??? I'll try it soon (after I work
- through the tutorials) to see for myself, but I thought I'd ask to see if
- someone else had encountered this problem and figured out how to fix it.
-
-
- Thanks,
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- BTW, anyone else had problems getting version 1.0 to work on an A3000 under
- 2.0? My 0.9 works perfectly, but the 1.0 will only INSTALL and run under
- 1.3. Impulse said that is NOT possible, since they develop their stuff on
- 3000's now, but it IS happening to me.
-
- ##
-
- Subject: RE:Is this still a problem?...Solutions?
- Date: Tue, 15 Jan 91 18:03:09 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- I don't know if it is still a problem, but if it is, you could use a
- fine grain bump map to yield the same rough texture without the creepy
- crawlies. This never should have been a problem in the first place
- because random() functions in animation programs SHOULD produce
- repeatable results much like the noise function used to generate a
- procedural wood texture (and who wants a swimming wood grain).
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Fog and infinite tilings.
- Date: Wed, 16 Jan 91 15:03:58 EST
- From: spworley@ATHENA.MIT.EDU
-
- I had hoped to make a fog-like effect by making a GIANT cube with
- 95% transparency and the objects and camera "immersed", or surrounded
- by the cube. I wasn't expecting light backscatter like "real" fog,
- but I was hoping distanbt objects would get dimmer with distance,
- finally blending to grey at infininy.
-
- Result: The scene got dim everywhere irregardless of distance.
- Oh, well. :-)
-
-
- How can you make an infinite tiling on an object or ground? I'd love
- to have a face or something repeated over and over again to infinity. I
- don't think this ican be done. Sigh.
-
- Positioning things in the cycle editor is TOUGH. The loading grouped
- object trick (thanks for the tip!) works, but seems to rescale objects
- and their axies.... Time to play around some more.
-
-
- Remember: Merge your objects, especially the ones I posted to ab20!
- You'll get a 2-2.5 redraw speed increase, and even rendering times
- go down.
-
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: Fog and infinite tilings.
- Date: Wed, 16 Jan 91 13:48:10 -0800
- From: echadez@carl.org (Ed Chadez)
-
- Steve wrote...
-
- } I had hoped to make a fog-like effect by making a GIANT cube with
- } 95% transparency and the objects and camera "immersed", or surrounded
- } by the cube. I wasn't expecting light backscatter like "real" fog,
- } but I was hoping distanbt objects would get dimmer with distance,
- } finally blending to grey at infininy.
-
- This is yet another thing that didn't get carried over from Imagine, along
- with the StereoVision, bright objects (I know, nag nag nag) and an
- atmosphere/fog effect that was built in globals and in camera. I'm
- assuming (and you know what THAT means) that these will be future
- enhancements to Imagine, each costing a small price. But as far as I can
- tell, who wouldn't pay the price??? So, aside from the cycle editor and
- effects, what's keeping me from using Imagine solely as an object editor
- and rendering my stuff in Turbo?? Right now, without a '020/'030, Imagine
- doesn't seem that great (gasp!). And when I called Impulse, all they could
- tell me was buy a new computer....
-
- } How can you make an infinite tiling on an object or ground? I'd love
- } to have a face or something repeated over and over again to infinity. I
- } don't think this ican be done. Sigh.
-
- Well, I don't know if this is any help, but its a try. There's a program I
- read about in AmigaWorld (it was a review) that converts iff images to
- solid images. The picture they showed with it was a continental united
- states map extruded, floating over a ground which was tiled of several
- (hundreds?) of little cont. u.s. maps (it was the original image that was
- created to be extruded). I know this is not much help, since I don't
- remember the product, but if you want, I'll go through my library of AW and
- find it.
-
- } Positioning things in the cycle editor is TOUGH. The loading grouped
- } object trick (thanks for the tip!) works, but seems to rescale objects
- } and their axies.... Time to play around some more.
-
- Could you post the tip you mentioned above? I'm afraid I missed it.
-
- } Remember: Merge your objects, especially the ones I posted to ab20!
- } You'll get a 2-2.5 redraw speed increase, and even rendering times
- } go down.
-
- Thanks for the tip on merge. I'll try it tonight!
-
-
- --
- -------------------------- CARL Systems, Inc ----------------------------
- echadez@carl.org * Colorado Alliance of Research Libraries * (303)861-5319
- ---------------------- >> Systems That Inform << -----------------------
-
- ##
-
- Subject: EXTERNAL equivalent in IMAGINE?
- Date: Wed, 16 Jan 91 17:47:37 EST
- From: sutherla@qtp.ufl.edu
-
- I posted this question to comp.sys.amiga but it was buried in a series
- of questions. Since I have not received any responses, I thought I'd ask
- it here. The single most useful feature I used in Turbo Silver for making
- animations, especially lengthy ones, was the EXTERNAL command. I had a 125
- frame animation in which every cell contained one object that was over 60K
- in size. Using the normal procedure, TS saves a copy of that object in
- every CELL.# file. That's over 7.5 Megs of storage. Needless to say, since
- I did most of my TS work on my old A2000 with 1 meg of RAM and only two
- floppy disks, this was unacceptable. Using the EXTERNAL command, I was
- able to have only 1 copy of the object saved in the cells subdirectory.
- In this specific case, that is a storage savings of 7.44 Megs!!! This was
- very necessary for my work. I want to continue to use this feature, but I
- have not been able to find an equivalent command/feature in IMAGINE. Anyone
- know if "it's in there!"? If not, any suggestions for avoiding that massive
- storage problems, or am I going to have to buy a Syquest or Insite removable
- storage medium (I plan on doing that anyway, but I'd like to be able to
- use an EXTERNAL equivalent anyway)?
-
- Thanks,
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Re: EXTERNAL equivalent in IMAGINE?
- Date: Wed, 16 Jan 91 17:56:35 -0500
- From: denbeste@ursa-major.spdcc.com
-
- With regard to large objects duplicated in many frames of an animation, and
- hoping not to keep gazillions of copies of those objects in memory:
-
- Yes, "It's in there".
-
- For any given frame, Imagine only loads the objects needed for that frame.
- That's why when you enter the stage editor it asks you for a frame number -
- it's using that to determine which objects to load.
-
- Even when it is ray-tracing, it only keeps in memory those objects that it
- really needs for the one frame it is working on. They're all expunged when that
- frame is done, EVEN IF THEY'RE USED IN THE NEXT FRAME. As part of the
- initialization for the next frame, it loads everything it needs from scratch.
-
- You don't have to do anything special to get this done for you.
-
- ##
-
- Subject: RE:Fog and infinite tilings.
- Date: Wed, 16 Jan 91 18:13:33 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- >I had hoped to make a fog-like effect by making a GIANT cube with
- >95% transparency and the objects and camera "immersed", or surrounded
- >by the cube. I wasn't expecting light backscatter like "real" fog,
- >but I was hoping distanbt objects would get dimmer with distance,
- >finally blending to grey at infininy.
-
- Unfortunately, transparent objects are modeled by assigning an opacity
- percentage to the surface polygons. It is not a solid, which is what
- your above experiment would require. Fog is typically implemented by
- adding some degree of a specified FOG color as a function of z depth.
- Now if Imagine were a volumetric renderer, your experiment would have
- worked.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- ##
-
- Subject: cycle editor objects, batman anim
- Date: 17 Jan 91 12:14:25 MET (Thu)
- From: her@compel.dk (Helge Egelund Rasmussen)
-
- Steve Worley wrote:
-
- > Positioning things in the cycle editor is TOUGH. The loading grouped
- > object trick (thanks for the tip!) works, but seems to rescale objects
- > and their axies.... Time to play around some more.
-
- I have now animated the Batman object, and haven't had any problems of this
- kind at all. Here is some 'hints':
-
- - 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.
-
- As I mentioned, I now have created an anim of Batman and I'm willing to share
- this scene with others (it consists of 80 frames and the size is about 200 k
- compressed with lharc).
- Anyone interested?
-
- Helge
- ---
- Helge E. Rasmussen . PHONE + 45 31 37 11 00 . E-mail: her@compel.dk
- Compel A/S . FAX + 45 31 37 06 44 .
- Copenhagen, Denmark
-
- ##
-
- Subject: Do I have a bad copy of 1.0?
- Date: Fri, 18 Jan 91 16:48:31 EST
- From: sutherla@qtp.ufl.edu
-
- Please help me determine if I have a faulty copy of version 1.0. My
- hardware configuration is an A3000, 6 Megs of RAM (5.5 available), OS 2.02
- (BTW, it's the 25 MHz version). The symptoms are as follows. I tried to
- use the install program to put 1.0 on my HD. I had booted up under 2.02 of
- the OS. I initiated the installation procedure. All went as normal (I'll
- explain HOW I know what normal is below). Files were copied to RAM and I
- was prompted to answer where I wanted to install it and what version. Then
- a final message appeared stating something like "uncompressing files" and
- ***CRASH***, my system did with a CPU trap error. Changing the destination
- drive made no difference. So, I rebooted under 1.3.2 of the OS. Once again
- I started the installation procedure and it WORKED PERFECTLY all the way
- through. Now, I can run Imagine 1.0 under 1.3.2. However, IF I boot up under
- 2.0 and try to run the installed program, I crash again, with the same CPU
- trap (I do not recall the number now, but I can find out REALLY easily ;^).
- For the RECORD, my version 0.9 of Imagine works FINE under 1.3.2 AND 2.0!!
-
- SECOND symptom. I can create an object and add it to the STAGE editor with
- an appropriate light source (any object, any light source, it makes NO
- difference to the problem I am about to describe). I go to the PROJECT editor
- to render the image and can do so with NO problem. However, getting BACK to
- the PROJECT editor after SHOWING the rendered image is a major problem. First
- of all, I cannot see my mouse cursor while the image is displayed. The only
- way I have been able to return to the PROJECT editor is to 1), use left Amiga/N
- to bring the WB screen to front, 2) click on the WB screen to make the cursor
- visible, 3) push the WB screen to the back using the F-B gadget (this puts me
- back to the viewed image screen, BUT I can now see my cursor until I click
- the left mouse button once), 4) push the view window back using its F-B gadget,
- 5) clicking on the now visible PROJECT editor screen, and finally 6) hitting
- the ESC key to bring back the cross hair cursor of Imagine. Now, is that
- CONVOLUTED or what. I was curious to see if this happened on my 0.9 version.
- I ran it, created a simple scene, and rendered it. Well, to my surprise the
- cursor WAS visible, AND by clicking the Right mouse button I can see a menu
- with 3 choices (one of which quits the show mode!!). This is MUCH nicer and
- I assume it is meant to be this way.
-
- I called Impulse about the first problem and they told me (paraphrased
- quote) "That's impossible. We do all our development on A3000's and have no
- problems. You must have a faulty copy." Has anyone else had the same problems
- that I have (especially those of you with an A3000 and expanded RAM)?
-
- Any help would be appreciated.
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: ROUGHNESS still flickers in IMAGINE!
- Date: Fri, 18 Jan 91 16:59:46 EST
- From: sutherla@qtp.ufl.edu
-
- This is a problem that I encountered in Turbo Silver (2.0, 3.0 and 3.0
- SV) and have just found out still exists in Imagine. Do the following to see
- what I am talking about. Go to the detail editor and add an object (a simple
- sphere will do). Select it and go to the attributes menu. Set the color to
- grey (say 160 or so on all guns) and set the ROUGHNESS to 100 (it doesn't
- matter what it is, really). Save it and go to the STAGE editor. Add the
- object and add a light source (I used a SUN light source).
-
- *** An aside. HOW do you control the INTENSITY of a light source? I can
- control its color (0-255 on each gun), but I cannot find a setting for
- its intensity. Suggestions??
-
- Back to my story. Make sure you can see the sphere from the camera view and
- go to the ACTION editor. Create a 10 frame animation in which NOTHING moves
- or changes. Save all settings and go the the PROJECT editor. Make a 10
- frame movie out of this (looping or NOT looping, it doesn't matter). After
- it has finished, load it and play. Now, IDEALLY you should just have a 10
- frame movie of a ball with NO changes to it (you shouldn't be able to even
- tell if it is an animated movie or a still. BUT what you WILL see is that the
- rough surface of the object "flickers" like millions of tiny bugs are on
- it. The "roughness" pattern changes for each frame. I had this problem in
- one of my animations and, not only is it displeasing to the eye, but it adds
- trememdously to the size of the DIFF files in the Animation.
-
- Any work-arounds? I have reported this to Impulse, but their response was
- something like the roughness algorithm is random and so this problem cannot
- be alleviated. BTW, I did make sure that the PERTURBANCE was set to 0 when
- I used TS.
-
- If you find out a way around this, please let me know.
-
- Thanks,
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: light intensity
- Date: Fri, 18 Jan 91 15:50:50 PST
- From: "\"davis@soomee\""@rust.enet.dec.com
-
- Cc: davis@soomee
-
- I have been controlling the light intensity with the color settings.
- i.e. for a dim white light I set the RGB settings in the lights actor
- requestor to (160,160,160) for an intense white light (500,500,500).
-
- mark
-
- ps as far as exiting after showing a rendering, I just hit the
- escape key. If I hit a mouse button during a showing then I have
- to activate another screen(shuffle to another screen and activate
- it), go back to the render screen and hit esc.
-
- ##
-
- Subject: 3000 problems,roughness,objects
- Date: Fri, 18 Jan 91 18:52:52 EST
- From: spworley@ATHENA.MIT.EDU
-
- Scott, I have your EXACT setup (6M 25MHz a3000, Imagine 1.0). I had
- no problems installing Imagine, and works beautifully under 2.02.
- In fact, I have yet to have Imagine guru after many hundreds of hours
- of use... Bad copy?
-
- The problem with locking the screen while viewing... I wrote about
- this about 2 weeks ago. DO NOT PRESS THE MOUSE BUTTON WHILE VIEWING A FRAME
- OR ANIM! Pressing ESC will get you out cleanly every time. However, if
- you press the mouse button, you change the active window to the screen
- you are looking at, and Imagine's project screen doesn't see the
- ESC. If you DO press the button, use right-Amiga-M to switch to the
- Imagine project screen, press the button to make it the active window,
- then press ESC. Of course, if you are displaying an anim, right-Amiga-M
- won't work well because of the rapid page flipping, so you will probably
- have to reboot! Definate bug.
-
- Roughness- I see the problem, and have a solution. Roughness is generated
- in most ray-tracers by adding a random angle to light reflecting off
- of it (both diffuse and direct reflection). This random number isn't
- "connected" with the object or even the frame. It seems like Impulse
- used good random numbers (new seeds for each frame) so roughness is
- never the same.
-
- Well, the fix is an Imagine feature! I read about your problem
- and thought of a possible solution. I tried this and it worked great,
- although took a little work. The answer is altitude mapping. Roughness
- is just a randomly bumpy surface! I used DPaint and airbrush mode
- to make a nice "snowy" surface with all shades of grey, then used
- smooth mode for one pass over the picture. Then I used brush mapping
- and wrapped my object (a stone column) with the picture as an altitude
- map. Rendered great, and provides both temporal and spacial roughness
- continuity. You can even play with the roughness "scale" in Dpaint by
- using pixel size snow for a fine grained object like concrete, or
- a larger sized "spotted" roughness for something like pebbles.
-
- Hope this works for you...
-
- This mailing list seems a little light traffic-wise. I would expect
- more people to post since theres about 60 people on the list. You
- are all encouraged to write- hints, ideas, bug-workarounds, and
- especially problems and questions. Just e-mail
-
- imagine@athena.mit.edu
-
- Have fun, everyone. I have another group of objects almost ready for
- release- these are about 30 VERY large objects, like a cobra helecopter,
- St. Pauls cathedral, the space shuttle, Voyager, a handglider, an F15E,
- lotsa goodies, and higher quality than the ones I posted to ab20. I'll
- have them assembled in a week or so, and I'll put them on ab20. There
- is FAR too much to mail to individuals or this list- some of these
- objects are HUGE (like half a meg each!). More later.. These are mostly
- objects I converted from a format called NFF- there's a French
- site with quite a few scenes on it. I wrote a C program to convert them
- to Imagine format using Glenn Lewis' slick TTDDD program.
-
- Remember, don't be afraid to post to the list! I'd like to see more
- volume!
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: 3000 problems,roughness,objects
- Date: Fri, 18 Jan 91 16:13:28 PST
- From: glewis@fws204.intel.com (Glenn M. Lewis ~)
-
- >>>>> On Fri, 18 Jan 91 18:52:52 EST, spworley@ATHENA.MIT.EDU said:
-
- Steve>...
- Steve> Have fun, everyone. I have another group of objects almost ready
- Steve> for release- these are about 30 VERY large objects, like a cobra
- Steve> helecopter, St. Pauls cathedral, the space shuttle, Voyager, a
- Steve> handglider, an F15E, lotsa goodies, and higher quality than the
- Steve> ones I posted to ab20. I'll have them assembled in a week or so,
- Steve> and I'll put them on ab20. There is FAR too much to mail to
- Steve> individuals or this list- some of these objects are HUGE (like
- Steve> half a meg each!). More later.. These are mostly objects I
- Steve> converted from a format called NFF- there's a French site with
- Steve> quite a few scenes on it. I wrote a C program to convert them to
- Steve> Imagine format using Glenn Lewis' slick TTDDD program.
- Steve>...
-
- That's awesome, Steve! I can't wait to see the images. I'm
- glad that the TTDDD package was useful for these conversions.
-
- I also wanted to publicly thank Steve for registering his
- ShareWare TTDDD package with me. His donation was quite generous, and
- the source code for ReadTDDD and WriteTDDD, as well as SQuad and TSTeX,
- are on their way to Steve today.
-
- -- Glenn
-
- glewis%pcocd2.intel.com@Relay.CS.Net | These are my own opinions... not Intel's
-
- ##
-
- Subject: Re: Proper Lighting
- Date: Tue, 22 Jan 91 09:54:29 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > > I seem to be having difficulty getting my lighting set up right. Frequently
- > >my objects have strong 'hot spots' but the rest of them are underlit.
-
- > It sounds like you're not using enough lights.
-
- More lights help, but the real problem is that your lights are too close
- relative to the size of your objects. Pull your light(s) back until they
- are nearly equa-distant to all objects in the scene. This is assuming
- that you are using light sources that decay over distance. If you are using
- spot lights, you will have to pull the lights back until the entire scene
- is within the cone of illumination (or widen the cone angle) and aim
- toward the center of the scene. You may need to increase the intensity
- of your lights when you pull them back (if they decay).
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Light attached to object?
- Date: Tue, 22 Jan 91 14:46:08 EST
- From: John J. Rosner <rosner@europa.asd.contel.com>
-
- Is there a way to attach a lightsource to a moving object so that the light
- moves with the object? I thought of trying to define a path for the light,
- but because the object's motion is determined by a sub-hierarchy in the
- cycle editor, that would be very difficult. The problem is the light is to be
- attached to the object and not shining on it.
-
- Thanks in advance,
- John Rosner
-
-
- ##
-
- Subject: lights and stuff
- Date: Mon, 21 Jan 91 11:59:27 -0800
- From: echadez@carl.org (Ed Chadez)
-
- John Rosner asked...
-
- } Is there a way to attach a lightsource to a moving object so that the light
- } moves with the object?
-
- And I, myself have the same question. I know there are ways in the detail
- editor to define groups, but is there a way to group a light souce to an
- object? What about hooks and tracking? (Oh no, Mr. Ed, too many
- questions!)
-
- So let's start with a simple explanation of one object tracking another.
- Can anyone help me out??
-
- --Ed.
-
-
- --
- ------------------------------ CARL Systems, Inc. ----------------------------
- //echadez@carl.org * Colorado Alliance of Research Libraries * (303)861-5319
- \X/ information databases (via telnet): pac.carl.org inquiries: help@carl.org
- -------------------------- >> Systems That Inform << -----------------------
-
- ##
-
- Subject: Re: Imagine
- Date: Mon, 21 Jan 91 12:20:30 -0800
- From: echadez@carl.org (Ed Chadez)
-
- Hey Steve! When you get features like fire and smoke created with
- Imagine, why don't you post them?? I'd personally like to see how you
- created such "non-solid" objects with a solid rendering piece of software.
-
- I posted a request on how to use some of the features in the stage editor,
- do you have any suggestions??
-
-
- --
- ------------------------------ CARL Systems, Inc. ----------------------------
- //echadez@carl.org * Colorado Alliance of Research Libraries * (303)861-5319
- \X/ information databases (via telnet): pac.carl.org inquiries: help@carl.org
- -------------------------- >> Systems That Inform << -----------------------
-
- ##
-
- Subject: Light sources and objects
- Date: Tue, 22 Jan 91 18:55:30 -0500
- From: denbeste@ursa-major.spdcc.com
-
- Just a thought which I haven't got time to try out right now:
-
- Our problem with attaching light sources to objects is that there can't
- be any light sources in the detail editor where we create objects.
-
- In the stage editor (the action menu) you can create a hinge for what
- appears to be any object. Can you use a hinge to cause a light source
- to track an object? (Does that make any sense at all?)
-
- ##
-
- Subject: Re: Light sources and objects
- Date: Tue, 22 Jan 91 08:48:47 -0800
- From: echadez@carl.org (Ed Chadez)
-
- } In the stage editor (the action menu) you can create a hinge for what
- } appears to be any object. Can you use a hinge to cause a light source
- } to track an object? (Does that make any sense at all?)
-
- It makes perfect sense...if it'll work. I don't have a lot of spare time
- to try out all these fun things (I'll try hinge this weekend...) so I
- thought I could dump the question on my fellow Imagine users. I think
- hinge is used to make things move in an arc (the manual isn't very clear on
- that.) If you (or anyone else) can give the Group an example use of a
- hinge, I know it would be appreciated!
-
- -Ed.
-
-
- --
- ------------------------------ CARL Systems, Inc. ----------------------------
- //echadez@carl.org * Colorado Alliance of Research Libraries * (303)861-5319
- \X/ information databases (via telnet): pac.carl.org inquiries: help@carl.org
- -------------------------- >> Systems That Inform << -----------------------
-
- ##
-
- Subject: Possible XENO virus on Imagine 1.0 disks!!
- Date: Wed, 23 Jan 91 13:10:01 EST
- From: sutherla@qtp.ufl.edu
-
- I do not want to be an alarmist here since I may be the only one with
- this problem, but I thought I should bring it to the attention of this group
- just to be safe. I still cannot install Imagine 1.0 on my A3000 under 2.0.
- I tried again with the disk write "enabled", as suggested by several of you.
- This is the sequence of messages and responses I get while trying to install
- 1.0:
-
- 1) I click on the Imagine Install icon.
-
- 2) The message "Copying Files to Ram Disk ..." appears.
-
- 3) The message "If installing on a floppy disk ... Press return when ready ..."
- appears. I press return.
-
- 4) The message "Specify a pathname (drawer) to install Imagine in ..."
- I type in Work:Imagine1.0 (I previously created a drawer called Imagine1.0,
- but I get the same problem just trying to install it on work:).
-
- 5) The message "Copying files to destination ..." appears.
-
- 6) The message "Do you want floating point (F), integer (I), or both (B)?
- I type F.
-
- 7) The message "Uncompressing files ..." appears and the machine IMMEDIATELY
- crashes with:
- Software error- program stopped. Finish all disk activity before
- selecting "Reboot".
- I select "Reboot" and get the infamous red blinking box with the error
- number 8000 0003.
-
- Now to the XENO virus problem. While trying this installation yesterday to
- test out the "write enable" hint, I happened to have VIRUS X 4.0 running
- in the background. I had forgotten about it, but at STEP #7 above, where
- the system crashes, not only did I get the Software Error message window,
- but Virus X opened a message window stating:
-
- A Program you ran contained the XENO virus ...
-
- It then states that the virus has been removed from RAM and tells me to run
- another program (I forget the name).
-
- Well, I was "shocked" to see this message, so I immediately called Impulse to
- warn them that some of their disks might have the XENO virus on them. I
- got Mike Halvorsen (I recognized his voice from the time I met him at an
- Amiga expo) and he emphatically told me that there the VIRUS X program is
- wrong and that there is no way that my disk has the XENO virus (or any other
- virus) on it. I then told him that I could install it under 1.3, and he
- stated that I should just run the 1.3 installed version from 2.0. When I
- told him that this caused a crash as well, he told me to send them the
- disk.
-
- I am going to send it to them today or tomorrow. I'll keep you posted.
-
- Sorry if I caused anyone undue stress with my article title, but I felt it
- necessary to make sure that all of you should at least check your computers
- for the XENO virus.
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Help with image wrapping in Imagine!!
- Date: Wed, 23 Jan 91 13:31:22 EST
- From: sutherla@qtp.ufl.edu
-
- Well, the subject line almost says it all, but I have a specific
- example which am hoping that some of you can help me to get working. I hope
- that some of you get .INFO magazine. In the Sept. 1990 issue (#32), there
- was an article on PAGE 26 Called "How To Use Brush Mapping in Turbo Silver"
- by Leo L. Schwab. This is probably the best explanation on the how's and
- why's of brush mapping in TS that I have seen, and the illustrations are
- very helpful. He describes how to wrap an object WITHOUT using an extra axis,
- and he explains why Impulse recommends that you use the extra axis anyway.
- Well, I decided to try to reproduce his examples using TS 3.0SV. I created
- a 320x200 image which looks like the one in his Figure 1. It basically
- consists of a 6x5 grid of colored squares, with the left most column having
- smaller black squares inside of them to be used as a marker of sorts. Well,
- after about 2 hours of testing and finding out little things NOT mentioned
- in the article, I was able to reproduce the FLAT X, FLAT Z examples (wrapped
- on a cube and a torus), the FLAT X, WRAP Z examples (also on a cube and
- a torus), and the WRAP X, WRAP Z examples (but I used a cube, not a sphere
- like Leo used). All worked out beautifully, and his explanation on how to
- know where to place the objects axis is clear and makes sense.
-
- Now that I felt comfortable with the TS image wrapping, I decided to try
- to reproduce these same examples using Imagine. I used the AXIS placement
- and size guidelines to place the axis of the IFF image box under edit axes
- in the BRUSH mapping menu. The guidelines for FLAT wrapping worked without
- any major glitches (I had to play with it a little, but the placement is
- essentially the same as the TS examples). Well, I got bold and tried the
- FLAT X, WRAP Z examples. To make a long story short (too late, eh?), I was
- completely unsuccessful in getting this to work. The BEST I got was that
- PART of the cube was wrapped properly, but the majority was not.
-
- Now, I have seen that at least some of you have been successful in getting
- the WRAP options of brush mapping to work. Can anyone out there post (or email
- to me), in excrutiating detail, how to use WRAP X, FLAT Z and/or FLAT X, WRAP Z
- in Imagine. Use a cube as an example and, if possible, the image used by
- Leo (or something similar). I would appreciate it if you would describe how
- you created the object, how many faces, its size, its exact axis placement
- (with respect to the object itself), the size and shape of the brush axes
- (how you altered them and why you used the size and shape you did), its
- position with respect to both the objects axis and to the object, and any
- other details that will help me to get this to work. NO detail is too small
- to exclude (except something like "I clicked the left mouse button" or "I
- took a sip of my coke" ;^). Also, generalizations about the proper size and
- placement of object and brush axes in Imagine (similar to what Leo did) would
- be most helpful (rules of thumb for image wrapping).
-
- Any help would be much appreciated!!
-
- Thanks,
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Castle problem
- Date: Wed, 23 Jan 91 13:41:28 EST
- From: John J. Rosner <rosner@europa.asd.contel.com>
-
- I downloaded the Castle, 80 frame Batman animation, created the Castle
- project, and then created CastleSub for the subproject. It won't generate
- stills or an anim. The Stage editor finds all but about 4 objects and the
- seen looks impressive starting with Batman sitting on a bench outside the
- castle. I don't know what objects are missing; it would be nice if IMAGINE
- would mention the path that failed. Missing objects I don't think would
- prevent it from generating a single frame would it? Or does it care what
- the name of the subdirectory is?
-
- Thanks in advance,
- John Rosner
-
-
- ##
-
- Subject: Re: lights and stuff
- Date: Wed, 23 Jan 91 13:50:34 EST
- From: sutherla@qtp.ufl.edu
-
- Ed Chadez asks...
-
- >So let's start with a simple explanation of one object tracking another.
- >Can anyone help me out??
-
-
- I'll have to check the Imagine manual, but I believe that the "follow me"
- option still exists for objects. That is, in TS, if you wanted to create a
- train with several cars, you selected the first object and used its "follow me"
- option in the PATH requester to have the other objects follow it. As I
- recall, you had to group the objects together and select the parent of the
- group as the object to follow the path. By specifying "follow me", its
- children follow it along the path. It's been a long time since I looke at
- this in the TS manual, so if you do NOT own TS or have access to the manual,
- I can type in that section for you. It may help you to see how to do this
- in Imagine.
-
- As for a light source, look at the final tutorial in the Tutorial manual. I
- have not tried it yet, but I did read it. As I recall, it uses a moving
- light source (following a path). To have a light source track an object,
- the Hinge option might work (haven't played with this yet), but you might
- also be able to tell the object and the light source to follow the same
- path over the same frames (or even stagger it by having the light stationary
- for 3 or 4 frames and then telling it to follow the path over 3-4 more frames
- than the object (otherwise it will slowly catch the object and finally
- imbed itself into the object (of course, you might WANT to do this)). Play
- around with this to see if it works. You could possibly avoid the time
- stagger (I used it since, if you have 2 objects following the same path over
- the same frames, they will occupy the same physical location in each frame,
- so the light could be INSIDE your object in every frame) by placing the objects
- axis OUTSIDE of all its points and faces. In this way you might be able
- to dictate how far the light source is away from the object.
-
-
- z
- |
- | ####
- |______x
- *
-
- The * is the light source,
- and the #### is the object.
- The axis represents ####'s axis.
- My guess is that, if you tell both #### and * to follow a path P over 20 frames,
- their axes will overlap. If the object is physically removed from its axis,
- then the light source will appear outside the object but will appear to track
- it over the 20 frames.
-
- Will it work? Inquiring minds want to know!
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Re: Castle problem
- Date: Wed, 23 Jan 91 15:32:47 -0500
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- John Rosner writes:
-
- [Castle Anim from ab20]
- ...
- > The Stage editor finds all but about 4 objects
- ...
- > I don't know what objects are missing; it would be nice if IMAGINE
- > would mention the path that failed. Missing objects I don't think would
- > prevent it from generating a single frame would it? Or does it care what
- > the name of the subdirectory is?
-
- Imagine does care for the path to objects. The default path to objects
- is from the startup directory. The default path is used if the scene
- does not describe an absolute path.
-
- I agree that Imagine should be more verbose about the missing objects.
- One way to find out the name and path of the objects is to type out
- the staging(?) file (I can't remember the name right now, sorry). Use
- the command "type staging opt h" or, if you have it, use the strings
- program: "strings staging"
- Another way is in the Action portion of the Stage editor, the
- names of the objects are all listed, even though Imagine failed to
- load them. Use the Info command and click on the Actor of these
- objects to find out the full path.
-
- I don't know if Imagine will balk at rendering a scene with missing
- objects. I suspect that your problem is actually with paths to the
- objects. If so, you can make the corrections in the Stage/Action
- editor (Info on Actor).
-
- I hope this helps,
- ___
- ._. Udo Schuermann / | \ "There is no Way to Peace.
- ( ) walrus@wam.umd.edu \/|\/ Peace is the Way!" -- Gandhi.
- ~~~
-
- ##
-
- Subject: Re: Light sources and objects
- Date: Wed, 23 Jan 1991 22:28:06 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- denbeste@ursa-major.spdcc.com writes:
-
- >In the stage editor (the action menu) you can create a hinge for what
- >appears to be any object. Can you use a hinge to cause a light source
- >to track an object? (Does that make any sense at all?)
-
- Yes it makes sense, although we should clarify what we mean
- by *tracking*. "Tracking" as far as a light sourse goes, is only useful
- when using the conic or cylindrical light sources. Here, "tracking"
- means that the light source will point at an object (or null axis) even
- as that object moves. However the light source stays stationary.
- If the light source is *tweened* , translated, or sent along
- a path, the light source (if it is also tracking) will continue to
- point at the tracked object.
- If the light source (any) is tweened to another position it's
- path will be straight from A > B. If this doesn't suit you, you can
- assign a "hinge" object (or null axis) to the light. In this case the
- light will still move from A > B (tracking or no-tracking) but in a
- parabolic curve. You should give sometime to experimention with this
- though as it's kind of a free-wheelin' kind of movement and hard
- to be precise. Any tweened object, light or camera(especially) can
- be hinged.
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Re: Light attached to object?
- Date: Wed, 23 Jan 1991 22:44:46 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- John J. Rosner <rosner@europa.asd.contel.com> writes:
-
- >Is there a way to attach a lightsource to a moving object so that the light
- >moves with the object? I thought of trying to define a path for the light,
- >but because the object's motion is determined by a sub-hierarchy in the
- >cycle editor, that would be very difficult. The problem is the light is to be
- >attached to the object and not shining on it.
- Not sure I know what you mean by "the object's motion is determined
- by a sub-hierarchy in the cycle editor" but if it's impossible (I still don't
- see why??) to create a path fr the light source all you have left is to
- "tween" you light from position A to position B. If this seems a little
- dull to you :-), you could also "hinge" the light source to any object
- (or null axis) or even to your "cycled object", while it is being tweened.
- To keep your light source "off" your object either track it to a null
- axis or specify an alignment value for the light for the first frame
- of your animation or "tween alignment" for the light over a number of
- frames.
-
- >Thanks in advance,
- >John Rosner
-
- -stephen
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Re: Proper Lighting
- Date: Wed, 23 Jan 91 17:55:06 -0500
- From: Stephen Menzies <S.Menzies@CAM.ORG>
-
- brian@grebyn.com (Brian Bishop) writes:
-
-
- > I seem to be having difficulty getting my lighting set up right. Frequently
- >my objects have strong 'hot spots' but the rest of them are underlit. Are
- >my objects too big? Would anyone care to elaborate on effective lighting
- >setups? I recently read that Victor Osaka outlined two basic lighting setups
- >for any images in his Turbo Silver book. Maybe I'll get ahold of it and
- >check the results....
- Yes (as others have just replied), I agree that you likely
- don't have enough lights in your scene and the one that you have
- is too close. I might add to this, to check your ambient setting in
- "Globals" as it defaults to 0,0,0 (black) and should be increased
- somewhat (40-100 in most cases, and sometimes more when using
- transparencies. A lot of information has been passing through
- Victor and while I haven't read his book, I bet it's quite informative.
-
- > Brian
-
- >---
-
- > Brian Bishop, Software Engineer, Zyga Corporation
-
- > (brian@grebyn.com)
-
- ##
-
- Subject: Re: Possible XENO virus on Imagine 1.0 disks!!
- Date: Wed, 23 Jan 91 21:08:48 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Keep a copy of the archive and try your favorite lharciver on it (I prefer lz
- which works fine under 2.0 on my 2000). There is no other copy protection
- except for the re-writing of the image file. Unarc the FP version and follow
- my previously posted fix to allow you to do without the image file (I'll
- send it to you if you don't have it) and it should work. The decompression
- file obviously is barfing under 2.0 (don't know why the 1.3 version won't
- work though) so give lz a try. Let me (us) know how this turns out.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: Hinging light sources
- Date: Wed, 23 Jan 91 22:24:13 -0500
- From: denbeste@ursa-major.spdcc.com
-
- The question I thought I was answering with my hing suggestion was: How do we
- make objects which include light sources?
-
- My guess is that "hinging" means that the path that the object takes uses some
- other object as its origin instead the center of the universe. If so, then
- if a light source has a constant position and is hinged on some object, then
- where-ever the object goes, the light source goes.
-
- ##
-
- Subject: Convention for distribution of setups
- Date: Thu Jan 24 19:40:46 1991
- From: denbeste@ursa-major.spdcc.com
-
- One big difference between Silver and Imagine is that a complete scene
- setup can be held self-contained in a single file by Silver, but Imagine
- requires a directory structure.
-
- Twice now we've had someone distribute scene layouts only to have a couple
- of days of people complaining that they can't make them work. I know that I've
- had to make extensive changes to them to get them to work in my environment.
-
- I would like to propose a convention which should ameliorate such problems.
- I've set up a pseudo-device with "assign" called "Imagine:", and all my
- scene development is done in that directory. (That's where all my *.imp
- directories are.) It happens to not be on the same hard drive as the Imagine
- executable, nor at the same directory level. Nonetheless, if I specify
- "Imagine:coaster4" in the dir-entry of Imagine file requestors, then my
- fourth attempt (now abandoned) at simulating a roller coaster is found.
-
- Now the nice thing about this is that "Imagine:" is what gets stored in the
- staging file. I kept my 1000 last year when I upgraded to a 2000, and it sits
- on the other side of the room with a 68020/68881 accelerator board inside
- (though much less RAM and a color television as a screen),
- running the floating point version of Imagine. I've got "parnet" set up between
- them, and I use the 2000 (which has a real monitor) interactively with Imagine
- to set up a scene, then transfer it to the 1000 to generate. On the 1000 I've
- also got a directory where I keep things for Imagine, and "Imagine:" points
- to it. On the 2000, "Imagine:" is "work:imagine", while on the 1000 it is
- "slow:images" - but I don't have to worry about it because "assign" makes
- all that transparent. I can use "copy all" to copy the directory structure
- from the 2000 to the 1000 through parnet, and Imagine on the 1000 works
- perfectly on it with no changes to anything.
-
- If everyone does this, it should make setups equally portable between us as it
- is between my two Amigas. The only thing that makes it a pain is that you can't
- easily go back to an old scene and apply this. (You've got to go into the
- action frame and delete and re-enter all the "actor" entries to use the new
- assign path.) But if you use it from the beginning, it isn't hard at all -
- just as long as you remember.
-
- Nothing, by the way, keeps you from making this assign point to the directory
- where the Imagine executable is stored. I don't do that because the drive where
- I keep executables, a Quantum drive, is small but fast, whereas the drive where
- I'm keeping the data, a Seagate drive, is slower but much larger.
-
- What say you all? Can we adopt this as a convention?
-
- ---------------------------
-
- By the way, how come I got four copies of the letter from Stephen Menzies?
- Someone having a little trouble with their mailer?
-
- ##
-
- Subject: Re: Convention for distribution of setups
- Date: 25 Jan 91 09:41:39 MET (Fri)
- From: her@compel.dk (Helge Egelund Rasmussen)
-
- I agree with the proposed convention of using an 'assign' called 'Imagine:'
- as topdirectory for all animations.
- Let's do it this way from now on.
-
- However, this won't help with the 'Castle.lzh' anim found on ab20 :-(
- I think that the following steps is necessary to 'move' this project
- to another directory than the one I was using (':imagine/castle.imp'):
-
- Enter the object editor, load 'Castle.obj', and for each tree do the
- following:
- Select it,
- Press F7 (to enter the attribute requestor),
- Select Brush no. 1,
- Modify the path name for 'tree.iff'.
- After doing all this, then remember to select the full castle
- object group, and save it under the same name.
-
- Then you have to enter the action editor via the stage editor and
- modify the pathnames for all actors (using the 'info' command).
-
- Finally you should use 'modify' in the project editor, and change the
- pathnames found there.
-
- As you can see, it IS a stupid idea to use pathnames in a project.
- From now on I'll be using paths relative to an assigned variable.
- This should make things a lot easier.
-
- Helge
- ---
- Helge E. Rasmussen . PHONE + 45 31 37 11 00 . E-mail: her@compel.dk
- Compel A/S . FAX + 45 31 37 06 44 .
- Copenhagen, Denmark
-
- ##
-
- Subject: Objects attached to objects (Was: Light attached to object)
- Date: 25 Jan 91 09:46:10 MET (Fri)
- From: her@compel.dk (Helge Egelund Rasmussen)
-
- I tried to mail this to imagine@athena.mit.edu yesterday, but it bounced from
- a machine called neat.cs.toronto.edu (???).
- So this is the second try:
-
- Now we're discussing how to attach a light source to a moving object, I'd
- like to ask if anyone have found a way to attach another object to a
- subobject of a cycle object.
-
- I don't think that it is possible, but it would be nice to be able to do it.
-
- Here is some possible usages:
- The possibility to morph a part of a cycle object while the cycle is doing
- its work (example: morphing batmans cloak while he is working, as it is now
- the cloak is stiff as ice!)
-
- The possibility to place a cycle as a part of another cycle object
- (this could be used for something like a little man walking on the hand of
- a big man)
-
- The possibility to place a lightsource in a subobject of the cycle
- (ie. a man walking with a candle).
-
- It might be possible to create a path which is following the given
- object, but it would imply a lot of manual work (as the path of a walking man's
- hand is rather complex).
-
- As I said above, I don't think that it is possible to do this at the moment,
- but maybe we should create a wish list and send it to Impulse. As a group, we
- may have a chance of influence them (I think that they are working on version
- 1.1 at the moment) ...
-
- Another question: As far as I can see, an object will follow a path with a
- constant speed. Is it possible to accelerate/decellerate an object as it is
- following the path?
-
- Helge
- ---
- Helge E. Rasmussen . PHONE + 45 31 37 11 00 . E-mail: her@compel.dk
- Compel A/S . FAX + 45 31 37 06 44 .
- Copenhagen, Denmark
-
- ##
-
- Subject: Light attached to object
- Date: Fri, 25 Jan 91 08:52:10 EST
- From: John J. Rosner <rosner@europa.asd.contel.com>
-
- Stephen Menzies writes:
- >Not sure I know what you mean by "the object's motion is determined
- >by a sub-hierarchy in the cycle editor" but if it's impossible (I still don't
- >see why??) to create a path fr the light source all you have left is to
- >"tween" you light from position A to position B.
-
- A robot carrying a flashlight in it's hand. As the upper arm moves carrying
- the lower arm which may move carrying the hand which may move, it is difficult
- to predetermine the exact path of the light on the end of the flashlight.
- All I'm trying to do right now is the upper arm/lower arm with the light on the
- end of the lower arm.
-
- I'm planning on looking into hinge though with all the discussion about it.
-
- Later,
- John Rosner
-
- ##
-
- Subject: Distribution Convention
- Date: Fri, 25 Jan 91 08:56:30 EST
- From: John J. Rosner <rosner@europa.asd.contel.com>
-
- (denbeste@ursa-major.spdcc.com) Writes:
-
- >I can use "copy all" to copy the directory structure
- >from the 2000 to the 1000 through parnet, and Imagine on the 1000 works
- >perfectly on it with no changes to anything.
-
- I'm all for establishing a convention using "assign imagine: mypath" and it
- may be a cure-all. However, you are copying the subdirectory structure as
- well and this may be another critical factor. I just found out from Helge
- that the sub-directory in Castle is P1 and I'll find out this weekend if
- that makes a difference.
-
- Later,
- John Rosner
-
-
- ##
-
- Subject: castle anim
- Date: Fri, 25 Jan 91 12:25:47 EST
- From: pawn@wpi.wpi.edu (Kevin Goroway)
-
- Well, now that I've rendered it completely, I can comment on it.
- It looks real nice, and I'll probably use it for some hints...
-
- Now, the question. Is there any reason to trace this scene, instead of
- scanline rendering? Is there anything transparent, or reflective?
- I did a scanline render of the whole thing in MUCH less than two days,
- actually less than twelve hours, and this is on a 2620 board...
-
- -Kevin
-
- ##
-
- Subject: Re: The world size?!?
- Date: Fri, 25 Jan 91 13:23:34 EST
- From: sutherla@qtp.ufl.edu
-
- Doug Bischoff writes:
-
- According to Impulse Tech support, the problem is that I went beyond
- 1024 on those sides. I was astonished that there was a limit to the
- size of the world that you could design past it all you wanted, and
- the Perspective would show everything fine, but the moment you tried
- to render it, most of your world would be gone!
- How do you all work around this?
-
- Well, this used to be a problme in TS, but Impulse had an option to set the
- world size. I did NOT see this in the Imagine manual, but checka the
- Imagine configuration file for a FLAG like WLDSIZE = 1024. IF it is there
- you should be able to change the world size limits. IF not, then Impulse
- took a GIANT step BACKWARDS in removing the variable world size.
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: SPLIT and SKIN equvalents in Imagine and HELP with SLICE!!
- Date: Fri, 25 Jan 91 13:35:49 EST
- From: sutherla@qtp.ufl.edu
-
- Okay, I was trying to do something with Imagine last night and I
- remembered that what I was trying to do was the equivalent of SPLIT in
- Turbo Silver. I had a lathed object which I needed to chop off at oblique
- angles two sections. (Imagine a sphere and you want to lop off the top third).
- Well, in TS, I would have used the SPLIT option. How do I do this in Imagine?
- My gut feeling is that this is what SLICE is used for, but it was completely
- left out of the REFERENCE manual, and the only information in the TUTORIAL
- manual is the auto-facing tutorial (which I was UNABLE to get to work (I could
- never get rid of those error messages (face to close to a face ...))), but
- this hardly scratches the surface if SLICE is the BOOLEAN object operation
- tool that is supposed to be in Imagine. Will this work and does anyone have
- details on how to use SLICE in general?
-
- Next, I was thinking of an alternative way to create the object I
- am after and I recalled an article in Antic's Amiga PLUS on Louis Markoya's
- organic object creation. He states in that article that he made extensive
- use of the SKIN command in TS to create slimy-manders and the like, so I
- thought that I could use it as well. However, I can find NO mention in either
- of the Imagine manuals of a SKIN equivalent. If it is "in there" but not
- documented, Impulse deserves a slap on the wrist and some letters. If it is
- NOT "in there", Impulse deserves to be flogged to within an inch of their lives
- for removing what was obviously a very powerful tool in TS.
-
- My last question was asked above. I need info on the SLICE command. Anyone
- played around with it to "bore holes through objects", etc. and have some
- "do's and don'ts" of SLICE (rules of thumb)?
-
- Later,
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: What does .lzh mean?
- Date: Fri, 25 Jan 91 13:46:45 EST
- From: sutherla@qtp.ufl.edu
-
- I hate to put this on the Imagine group, but everyone is talking about anims
- and scenes on ab20 as something.lzh. I realize that it is some sort of
- compression program like LHarc, compress, and arc, but EXACTLY which one is
- it and where do I get a copy?
-
- Sorry to waste everyone's time, but I REALLY want to see the batman and
- castle stuff.
-
- Finally, with respect to the "convention" for distribution, could someone out
- there give me a DETAILED description of HOW to set this up and then how I
- would go about using it for my animations and stills? I found the
- original suggestion article somewhat confusing (I have not used ASSIGN or
- virtual devices much at all, so I could use some help).
-
- Thanks,
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- Scott Sutherland
-
- ##
-
- Subject: "Glass" objects...?
- Date: Fri, 25 Jan 91 14:00 EST
- From: "Doug Bischoff" <DEB110@PSUVM.PSU.EDU>
-
- Hokay... I've tried to get a simple glass ball with a blue box inside
- it against a red background for about a week now, and I can never get the
- ball to go transparent even SLIGHTLY.
- Impulse people said to make the object completely black and set the filter
- s all the way on. This did not work.
- Can somebody give me the settings they used in the Attributes box to make
- a simple glass object? Thanks!
-
- /---------------------------------------------------------------------\
- | -Doug Bischoff- | *** *** ====--\ | "It's so neat to |
- | -DEB110 @ PSUVM- | * *** * ==|<>\___ | see an AMIGA say |
- | -The Black Ring- | *** *** |______\ | "Welcome to |
- | --- "Wheels" --- | *** O O | Macintosh"" |
- | Corwyn Blakwolfe | T.R.I. ------------- | ---- AMIGA ---- |
- \---- DEB110@PSUVM.PSU.EDU D.BISCHOFF on GEnie THIRDMAN on PAN -----/
-
- ##
-
- Subject: VISTA objects in Imagine
- Date: Fri, 25 Jan 91 13:59:09 EST
- From: sutherla@qtp.ufl.edu
-
- I tried to load a VISTA object (in TS format) into Imagine and
- render it. The object loaded with NO problems, but, when I rendered it,
- ALL color information had been lost. The object was islands in an ocean,
- but the entire object was white. Is there a special command to use when
- loading TS objects into Imagine?
-
- Scott
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Re: The world size?!?
- Date: Fri, 25 Jan 91 10:57:37 PST
- From: "\"davis@soomee\""@rust.enet.dec.com
-
- Cc: DECWRL::"imagine@ATHENA.MIT.EDU"
-
- I think in the Action editor global actor there is a provision
- to change the world size. I recall reading about this somewhere
- but I am not sure. Try getting info from the globals requestors
- or rather the size gadget of the global actor in the Action editor.
-
- mark
-
- ##
-
- Subject: Re: SPLIT and SKIN equvalents in Imagine and HELP with SLICE!!
- Date: Fri, 25 Jan 91 14:42:03 EST
- From: rosner@europa.asd.contel.com (John Rosner - Oakwood 470 Ext 7584 )
-
- Scott Sutherland writes:
-
- >I had a lathed object which I needed to chop off at oblique
- >angles two sections. (Imagine a sphere and you want to lop off the top third).
- >Well, in TS, I would have used the SPLIT option.
-
- Sorry I can't help you with SLICE and SKIN, I can't find any documentation
- on them. For the basic problem what about using the Detail editor to select
- points and then delete? If the lasso pick mode is not precise enough you
- could rotate the object to the appropriate angle and use the pick mode that
- draws the squares. Then flip the object over for the other side.
-
- Hope this helps,
- John Rosner
-
- ##
-
- Subject: slice and skin
- Date: Fri, 25 Jan 91 14:51:47 EST
- From: pawn@wpi.wpi.edu (Kevin Goroway)
-
- I've used both of these commands extensively.
- First SLICE:
-
- Create the object that you want to bore a whole through, or slice, or whatever.
- A sphere will be fine (primative 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...)
-
- SKIN:
-
- 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.
-
- get all of that?
- -Kevin
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
- | Worcester Polytechnic Institute | "It happens sometimes, people just |
- | Pawn@wpi.wpi.edu | explode, natural causes."-Repo Man |
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
-
- ##
-
- Subject: Slice
- Date: Fri, 25 Jan 91 15:26:15 -0500
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- > I had a lathed object which I needed to chop off at oblique angles two
- > sections. (Imagine a sphere and you want to lop off the top third).
- > Well, in TS, I would have used the SPLIT option. How do I do this in
- > Imagine? My gut feeling is that this is what SLICE is used for, but
- > it was completely left out of the REFERENCE manual, and the only
- > information in the TUTORIAL manual is the auto-facing tutorial (which
- > I was UNABLE to get to work (I could never get rid of those error
- > messages (face to close to a face ...)))
-
- Slice-n-Dice ;-) will do what you need it to do. I've used it
- successfully to do AutoFacing, but I'm myself still puzzled about how
- to get it to "punch holes" into objects. Have you considered just
- removing extraneous points/edges/faces from the object or a copy of
- it?
- The trick with AutoFacing is to make sure that the object
- you'd like to have faces on is EXTRUDED and (this is important) the
- plane intersects this object. You'll notice a minute visual hint in
- the Tutorial about this: the Right view shows the plane intersecting
- the extruded "A" but no mention is made in the manual of this. Duh!
-
- An important trick (given to us all by sworley(?) [sorry, not sure of
- your real name, but don't let that bother you: I'm grateful for the
- trick myself]) is to use only a large, 1x1 plane for AutoFacing. This
- has worked very well for me and I've never again seen the "...edge too
- close..." problem. I do not know, however, if this has any impact on
- the time spent AutoFacing. An object with a thousand points and edges
- will take a day or two even on a very fast machine. Thanks to Amiga
- for multitasking!
-
- > use of the SKIN command
- > If it is "in
- > there" but not documented, Impulse deserves a slap on the wrist and
- > some letters.
-
- It's in there. Look in the Object menu of the Detail editor. It
- should be there.
-
- > My last question was asked above. I need info on the SLICE command.
- > Anyone played around with it to "bore holes through objects", etc. and
- > have some "do's and don'ts" of SLICE (rules of thumb)?
-
- I'm working on it :-) My first guess is that both objects must be
- extruded (i.e. 3D and not just planar).
-
- > Scott Sutherland
-
- ___
- ._. Udo Schuermann / | \ "There is no Way to Peace.
- ( ) walrus@wam.umd.edu \/|\/ Peace is the Way!" -- Gandhi.
- ~~~
-
- ##
-
- Subject: Textures!
- Date: Fri, 25 Jan 91 22:55:16 EST
- From: pawn@wpi.wpi.edu (Kevin Goroway)
-
- Okay, I've spent enough trial and error time on getting Textures to work.
- I need a definate answer here. How do these things works?! I tried doing
- the simple example that is on the errata sheet:
- 50x50x50 cube, five sections on a side, mapping a brick texture onto this
- thing. I get various results...
- 1)just a cube covered with random dots...I know, sorta, why this happens.
- 2)bricks around the perimeter of the cube, with garbage on the interior
- or each side, sorta...hard to explain.
-
- Okay...
- with the cube, axis in the exact center, where do I place the axis of the
- Texture? in the cube? out of the cube? where? maybe I should move the axis of
- the cube? How big shouldI scale the Texture, does this matter at all?!
-
- thanks...as you can see, I'm getting frustrated, and I'm confused...
- -Kevin
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
- | Worcester Polytechnic Institute | "It happens sometimes, people just |
- | Pawn@wpi.wpi.edu | explode, natural causes."-Repo Man |
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
-
- ##
-
- Subject: Textures
- Date: Sat Jan 26 11:57:55 1991
- From: denbeste@ursa-major.spdcc.com
-
- >From: pawn@wpi.wpi.edu (Kevin Goroway)
- >
- >Okay, I've spent enough trial and error time on getting Textures to work.
- >I need a definate answer here. How do these things works?! I tried doing
- >the simple example that is on the errata sheet:
- >50x50x50 cube, five sections on a side, mapping a brick texture onto this
- >thing. I get various results...
-
- >1)just a cube covered with random dots...I know, sorta, why this happens.
- >2)bricks around the perimeter of the cube, with garbage on the interior
- > or each side, sorta...hard to explain.
- >
-
- 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 shouldI 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.
-
- If this doesn't make it clear, let me know and I'll try to explain it further.
-
- ##
-
- Subject: Texture Axis, Objects, and Administrivia
- Date: Sat Jan 26 20:53:52 1991
- From: spworley@ATHENA.MIT.EDU
-
- Hi, everyone. The list has grown to 71.
-
- The texture axis DOES matter. The scale of the axis doesn't seem to
- do anything, but position and ORIENTATION do. The axis position specifies
- a reference for the texture- It is the center of a dot, or brick, or whatever.
- If you move the axis, the texture is moved the same amount. For example, if
- you have a rectangular solid with a brick texture that renders with two
- bricks on it, you can move the axis to get 1 brick and 2 half-bricks on
- either side. Orientation is also important. If you tilt the axis, the
- angle of the bricks (or whatever) changes too.
-
- I've finished translation of a few zillion objects (well, maybe 50)
- Almost all of these are higher quality (and size) than the objects
- I posted to ab20.larc.nasa.gov.
-
- Files Sent to me from Helge : (Thanks!) Converted from SA4D format
-
- Glasses.obj 19530 ----rwed 18-Jan-91 19:56:36
- H2O.obj 30002 ----rwed Future 05:56:30
- Mirror_Ball.ob 30224 ----rwed Future 06:03:44
- Robot.obj 60832 ----rwed Future 06:04:50
- BatWing.obj 25686 ----rwed Future 06:01:08
- Callipers.obj 10068 ----rwed Future 06:12:14
- RoboHand.obj 33398 ----rwed Future 06:20:06
- lamp1.obj 12176 ----rwed Future 08:07:12
- lamp2.obj 4412 ----rwed Future 08:09:08
- Baloon.obj 66644 ----rwed Future 05:57:18
-
- Some of these are from Helge, some I scrounged.
-
- tire.iob 56330 ----rwed 08-Jan-91 11:44:03
- wheel.iob 32678 ----rwed 08-Jan-91 11:44:39
- Apple.obj 18716 ----rwed Future 06:09:06
- Frog.obj 27270 ----rwed Future 06:14:40
- F15e.obj 61936 ----rwed Future 06:02:46
- Runway.obj 1520 ----rwed Future 06:05:28
- Phone.obj 112660 ----rwed Future 06:21:44
- shuttle.iob 18900 ----rwed 12-Jan-91 07:18:58
- x29.iob 33312 ----rwed 08-Jan-91 13:19:33
- plant.iob 44622 ----rwed 08-Jan-91 13:18:22
- Voyager.obj 67112 ----rwed Future 06:06:26
-
- These I wrote a program to convert NFF files to Imagine format. Some are
- HUGE! cobra- a Bell Cobra helecopter, and StPaul's are great!
-
- crypt.iob 177038 ----rwed 12-Jan-91 09:16:38
- stpauls.iob 2438840 ----rwed 12-Jan-91 09:55:19
- spirale.iob 84169 ----rwed 10-Jan-91 08:28:24
- hangglider.iob 7760 ----rwed 12-Jan-91 09:04:43
- teapot.iob 885069 ----rwed 10-Jan-91 08:40:46
- dragon.iob 38756 ----rwed 12-Jan-91 09:23:41
- matchbox.iob 48644 ----rwed 12-Jan-91 09:06:23
- gothic.iob 72902 ----rwed 12-Jan-91 09:38:19
- expresso.iob 112214 ----rwed 12-Jan-91 09:03:25
- watch.iob 76364 ----rwed 12-Jan-91 09:58:00
- temple.iob 116558 ----rwed 12-Jan-91 10:03:34
- cobra.iob 618618 ----rwed 12-Jan-91 06:31:02
- jaws.iob 118322 ----rwed 12-Jan-91 10:07:08
-
- I'll post these to ab20 within a week- I need to find an oportunity
- to walk the disks to a computer that can send to the net. (I'm using
- my 3000 now over a 2400 baud line)
-
- Glenn Lewis' program TTDDD was indispensible in translating files- It
- makes writing Imagine format easy. Not very useful if you aren't a
- programmer, but TERRIFIC if you want to write C code to make or
- translate objects. Glenn- the NFF files came from irisa.irisa.fr,
- and I have ALL of their nff files and a few more. They'll soon be
- posted to ab20.
-
- Administrivia: A couple of you guys (S. Menzies and Scott Sutherland (sp?))
- have wacko mailers. The reason everyone got 4 or 5 copies of some of their
- letters was because my mailer RECIEVED 4 or 5 copies. There's a problem
- somewhere in the loop before my machine gets it. Hopefully, the
- problem will go away- if not, we'll have to come up with a workaround
- like you mailing me personally, and I'll redirect a copy to the list.
-
- I'm glad you like my auto-facing trick, Scott. Using the 1x1 plane
- (really just a triangle) makes it work like a charm. Slow, but it works.
-
- My current project- fire and smoke. Right now, it looks like one of
- those electric fireplaces with lighbulbs under plastic, and these big
- light grey trashbags fly out occasionally. So far, a dismal failure.
-
- Oh, I made a picture frame, with very nice wood texture.
- Nice for making IFF "paintings". Anyone have a GIF or IFF of the Mona Lisa?
- If its in 24 bit, I'll jump up and down in glee.
-
- For the person who was asking: To make glass, SET SHININESS TO ZERO.
- Not a low number, ZERO. Its the classic Imagine bug, along with the
- ESC problem when viewing. I also posted about 10 nice attribute
- paramaters (like metal, glass, plastic, brick, grey paint, etc.)
- about a week ago.
-
- The volume to the list is picking up! I'm glad. Feel free to mail
- the list at imagine@athena.mit.edu whenever! Thats why its there.
-
- I don't know about having lights follow objects.. I tried some ideas,
- and no luck. Looks like a feature of Imagine 2.0 (or luminous objects!
- who needs point sources!)
-
- Steve Menzies- how did the roughness solution I suggested work out?
- (It was you who was having trouble, right?)
-
- Helge- Batman was cool! The castle is BEAUTIFULLY lit, and is great. The
- batwing unfortunately looks like a blue frisbee [ :-) ] but the anim
- is way-cool! Good job.
-
- That reminds me- I'm porting some fractal software that creates fractal
- and algoritmic objects, like landscapes, trees (!!), gears, chains and some
- other things. On the back burner, though I have made some trial objects.
- The tree I made was Stupendous! Unfortunately, it was 5 meg large. :-)
-
- Enough rambles, I'm going to work on my thesis. (Computer vision- Take
- 2 pictures in stereo, use the displacements to get range. Boom! You
- just digitized a real object in 3D. Yes, it can even be ported to Imagine.
- No, it doesn't work at all. Yet. Thats the tough part.)
-
- Enough rambling. Have fun, guys.
-
- Keep on rendering!
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
- ##
-
- Subject: DCTV, Colorburst
- Date: Sat, 26 Jan 91 21:54:27 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Hi folks. Someone mentioned using DCTV to display pics. It looks real nice,
- but I'm looking forward to the end of next week or the beginning of the next
- when I'll be getting M.A.S.T.'s ColorBurst. It boasts images as good as
- Firecracker with many more features, and (ta da) SOFTWARE! The paint program
- for FC24 hasn't been released yet (or course the hardware for ColorBurst
- hasn't been released yet either). DCTV and ColorBurst are around $495 and
- FC24 runs about $1595. Hmmmm, I like Impulse, but this sounds like a bad
- deal.
-
- RUMOR OF THE MONTH: A relatively reliable source reports that an update
- to Imagine is in the works, probably within the month. Supposedly the
- update will be (get this) FREE. It was also mentioned that the updates
- were so great that it will be called 2.0.
-
- (of course you should insert the appropriate disclaimer here :-)
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: DCTV/Imagine
- Date: Sun, 27 Jan 91 12:05:27 PST
- From: think!ames!claris!portal!cup.portal.com!amigan@EDDIE.MIT.EDU
-
- When I was at Ami-Expo in Anaheim a few months ago, DCTV and Impulse were
- both there..at the time Impulse had not quite shipped imagine so i got
- a little bit of a preview..they shipped two days later..anyhow DCTV can
- convert a 24 bit image to NTSC color format using about as much file space
- as a hi-res 16 color image..I spoke with Mike Halvorsen about the
- possibility of having Imgaine directly support DCTV format..he seemed
- to like the idea..what I'd like is for impulse to support DCTV still
- picture format *and* its animation format..the reason is I'd like to
- be able to create Imagine animations with better than HAM quality output
- but I *don't* want to pay for a)24 bit plane frame buffer b)single
- frame recording controller c)single frame capable 3/4 or othre video
- equipment..that is..creating 24bit plane animations is *expensive*..
- with DCTV you get better than HAM quality images/animations..tho not
- quite as nice as 24 bit plane..but on the other hand you are outputting
- *directly* to NTSC format..that is you a ready to go straight to video
- from that device *and* the file sizes are small enough such that
- you can create nice animations that will playback in real-time from
- the amiga..you're not tied to all that single frame recording/synch
- equipment..at $600..DCTV looks like it'll be a good value.
-
- -Mike
- amigan@cup.portal.com
-
- ##
-
- Subject: DCTV, Suggestions to Impulse
- Date: Sun, 27 Jan 91 18:28:36 EST
- From: spworley@ATHENA.MIT.EDU
-
- Hi again everybody.
-
-
- Everyone is talking about DCTV, which allows higher color resolution of
- pictures. I'm very intereseted in hi-quality renderings, and I've been
- convinced DCTV is a great (and cheap) way of getting nice pix, especially
- when you want to dump to video. I decided to buy one in December.
-
- However!
-
- Colorburst.
-
- Its Mast Technologies' 24 bit frame buffer- it gives you MANY more colors
- than DCTV, at hires resolutions. It also does 12-bit color animations.
- Rick Tillery is The Man To Ask, and as soon as he gets his and tells me
- that it does what I think, I'm ordering the next day. My DCTV plans were
- instantly dropped.
-
- Sorry for talking about this on the list, but have you ever seen one of your
- Imagine renderings in 24 bit color?? A friend of mine has a Toaster, and
- WOW! My pictures were Slam-fan-stastical! Colorburst is the same resolution as
- the Toaster. ( I think. Rick?)
-
- Anyway, Rick, I'd love an update on the CB, unless people want this off
- the list.
-
- Back to Imagine. I've compiled a list of bugs and improvements that I'm
- planning to send to Impulse, and I'd like people to add to it and comment
- on my ideas. Actually it might get there immediately, since Rick Rodriguez
- should be reading this.. :-)
-
- Bugs
-
- - pressing the button on the mouse when viewing a picture or anim will
- prevent return to the project editor without shuffling through screens
- manually.
-
- - Loading attributes should load associated textures and brush maps.
-
- - Brush mapping onto flat planes very buggy.
-
- - IFF converter does NOT have "fill face" option, like the manual says.
-
- - Document Merge. It's nice!
-
- - Slice is so powerful, and so useless with complex objects.
-
- - Cycle anims have a 1 frame pause in them between the last frame and the
- start of the first frame.
-
- - Shiny glass is an oxymoron.
-
- - "grown" objects have funny attributes- the joints are OK, but the
- bodies of the cylinders seem to be grey. (Havn't played with this
- enough, might be my fault)
-
- - Roughness has no temporal or spacial continuity! have a
- "random altitude map amplitude"
-
- - modifying a path or an object that is being tracked by a camera
- does not immediately update the other objects (or camera) that
- depend upon it.
-
- Improvements
-
- - Warnings when world-size is exceeded. The way we usually find out is
- when something doesn't show up in the picture.
-
- - Set antialiasing level user-selectable. For quick test-renders, no anti-
- aliasing should speed things up considerably. Currently everything is
- rendered with a good amount (certainly more than 3 rays per pixel) and looks
- nice. Imagine a 3x speed improvement at the cost of getting "Jaggies".
- Its worth it for tests.
-
- - Flag to set constant object size in cycle editor
-
- - "null" links in cycle (with no attached object) should be different
- color
-
- - Converting IFFs should have the option of coloring polygons that are formed
- the same color as it was in the picture. Currently, polygons are monocolor
- and there is no provision for making outlines along all color boundries
- instead of just black/not-black boundries.
-
- - Fill outline should be automatic, instead of convoluted slice
- procedure.
-
- - Infinite tilings on grounds (or objects!)
-
- - Phong shading selectable for parts of objects
-
- - Spine cycle "phase" to offset start path position esp. with closed paths
-
- - Path velocity! Currently, everything on a path goes at a constant
- speed from start to end. Linking paths with different lengths and times that
- they control the object will give different velocities at cost of VERY jerky
- accelerations, and is not elegant at all. Also, a better "bank" indication
- would be nice, since trying to get the feel for the bank by interpolating
- in my head by the Z-axis arrow stinks.
-
- - Grow and extrude should extend along SPLINE!!! paths, not the
- incredibly lame edge paths.
-
- - Slice should have improved handling of close edges or points. Complex
- objects are nearly impossible to slice.
-
- - The perspective view can be interupted by commands like zoom. The other
- three views should be similarly interuptable. This is very important-
- it sometimes takes a LONG time to update. This is probably the most
- important addition to change- it is easy to modify, and currently wastes
- a LOT of time.
-
- - The file requestors should have better default directories-
- load object should initially default to the object directory in
- the current project drawer.
-
- - Grids seem to take a long time to draw- speed can be improved
-
- - Interactive rotation of camera views, a la Lightwave. VERY useful. Can do
- the same for lights.
-
- - Box zoom (drag box over area you want to zoom to).
-
- - Default flat shade mode in Imagine.config- LINES OFF! (Trivial, but useful)
-
- - Movies should use DITHERED pictures if gadget selected.
-
- - Longer object names- currently limited to just 8 letters.
-
- - Skin should try to do it's best with different sized outlines, maybe with
- a "this point goes here" user input as a start.
-
- - Sliders for texture attributes- entering #s for RGB values sucks.
-
- - In cycle, have "rotate" around x,y, or z axis instead of "twist"
- with just y. (z?)
-
- - Marble/stone texture
-
- - Option to split large triangles over some length limit
- (for explode or to get higher face resolution on part of an object)
-
- - Gadget to view pic while it's rendering
-
- - Feature flag in stage editor to make sure objects ALWAYS stay just above
- an object like a floor or landscape. Remember the levitating man in
- the last tutorial in the manual? Ideally, your path for a guy walking would
- be a straight line horizontally, but he would keep his feet on the mountain
- at all times. Also, moving the mountain (or floor) would update everything.
- Imagine having some candies in (on) a bowl on a table on a rug on the floor,
- and moving the floor, and everything updates. This should obviously be an
- option, so planes can fly and stuff, but most things are supported on
- something.
-
- - Mini-picture of horizon in globals selector showing horizon colors, star
- backgrounds, blending, etc. to help choose colors. Use sliders instead of
- punching in #s.
-
-
- Future Improvements/harder and more dreamy extensions
-
- - Optional spline patch surfaces instead of polygonal patches.
-
- - Anim-mapping! (or sequence-of-pics) mapping. This would be WayCool!!!!!!
-
- - Triview redraw speed increase (if possible)
-
- - fog/haze/smoke, both a texture for objects and a global.
-
- - clouds?
-
- - Waves?
-
- - Looking at individual face attributes is difficult to do.. perhaps
- a way of looking at faces without the default attributes
-
- - Fast re-rendering when only one object has changed- not exact for
- raytrace, but for scan OK. Can use matte from flat anim to tell.
-
- - motion blurring
-
- - Luminous objects
-
- - Radiosity lighting- very very nice! Not too hard, but slow.
-
- - Effect: Group explode- children spin away from parent. Reversable, to make
- complex objects form as its parts assemble themselves.
-
- - An interactive method of brush map placement- rerendering is slow,
- and good placement is very difficult. Perhaps show the solid
- view with a colored grid for the brush projected or wrapped on it.
-
- - Gravity! Objects have velocity, will accelerate down unless
- supported. Very difficult, but neat! This gets more into a modelling
- environment, and is just a dream.
-
-
-
-
- That's Steve's list of Imagine updates. Feel free to comment! I'll add
- anything anyone else says then mail a copy off to Mike Halvorson himself.
-
- Hey, Rick! Where did you get the Imagine 2.0 info?? It is reliable? When?
- When? When? :-)
-
- Keep on rendering, guys. 24 hours a day. Thats what CPU time is for!
-
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
- ##
-
- Subject: Re: Suggestions to Impulse
- Date: Sun, 27 Jan 91 20:29:30 -0500
- From: denbeste@ursa-major.spdcc.com
-
- Steve, Everyone:
-
- Please try to remember that the programmers at Impulse are people with
- feelings. Use of terms such as "sucks" and "incredibly bad" only alienate them.
- Let's take a couple of examples:
-
- 1: "Steve: I think you really fucked up this mailing list. I'm really sick of
- getting multiple copies of some postings. Get off your butt and fix it."
-
- 2: "Steve: Thanks for the work you put into setting up this mailing list. All
- in all, it works pretty well, but have you noticed that some of the articles
- appear more than once? I would appreciate it if you could try to correct this."
-
- Which approach makes you want to work on the problem?
-
- For example: "Shiny glass is an oxymoron." We all giggle at your cleverness.
- But all this will do is make the folks at Impulse think you're a jerk.
-
- Please remember that what you really want is for the bugs to get fixed. You'll
- get that a lot better if the people who read your list don't feel threatened.
-
-
- ##
-
- Subject: Vista in Imagine
- Date: Mon, 28 Jan 91 08:42:06 EST
- From: John J. Rosner <rosner@europa.asd.contel.com>
-
- Scott (sutherla@qtp.ufl.edu) writes:
-
- >I tried to load a VISTA object (in TS format) into Imagine and
- >render it. The object loaded with NO problems, but, when I rendered it,
- >ALL color information had been lost.
-
- The same thing happened to me, I believe that's the way it works. Evidently
- the format is not completely supported. But I did make a crystal mountain
- by extruding it and then setting the parameters to crsytal.
-
- Later,
- John Rosner
-
-
- ##
-
- Subject: Castle
- Date: Mon, 28 Jan 91 08:47:31 EST
- From: John J. Rosner <rosner@europa.asd.contel.com>
-
- Hi Helge,
- I finally got the Castle anim running. Good job! I started over with the
- lzh file and the only change I made (after copying the objects to the
- appropriate directories) was to "assign imagine: mypath" it worked fine.
- Evidently the name of the subdirectory is irrelevant; yours was P1, mine
- was CastleSub.
-
- Thanks,
- John Rosner
-
-
- ##
-
- Subject: steve's suggestions
- Date: Mon, 28 Jan 91 07:07:17 -0800
- From: echadez@carl.org (Ed Chadez)
-
- Steve (and the rest of the Group...),
-
- Thanks for posting those suggestions. I had mentioned to some others some
- of my own ideas (including a more comprehensive manual which would be,
- among other things, indexed). There are quite a few "little" things that
- didn't make the long voyage from TurboSilver to Imagine. But as they say,
- little things mean a lot. Including:
-
- Fog/Haze and distance when the picture completely gets too foggy to
- make out fine points.
-
- StereoVison, unless the folks at Impulse decided that the market
- wasn't there for true 3D pictures.
-
- Bright faces (I know, nag, nag, nag...but I REALLY used them in
- places!).
-
- And one more trivial thing: set zone. I know most of you use
- '030/'881 accelerator boards and the like. But I own a 2Meg 500,
- and really miss the set zone (and I DON'T want to go back to Turbo
- for it). One really good use was to trace part of a scene in
- full ray-trace (the parts with reflections) and go back and trace
- other parts in scanline that didn't need reflections. Trust me, it
- worked!
-
- The other things that Steve mentioned were things we should (somehow) ask
- Impulse for. Their catch phrase in their annual letters is "We ARE
- listening" and our eMail group would be a strong voice.
-
- Or maybe they're already working on some of them??
-
-
- --
-
- ------------------------------ CARL Systems, Inc. ----------------------------
- //echadez@carl.org * Colorado Alliance of Research Libraries * (303)861-5319
- \X/ information databases (via telnet): pac.carl.org inquiries: help@carl.org
- -------------------------- >> Systems That Inform << -----------------------
-
- ##
-
- Subject: objects
- Date: Mon, 28 Jan 91 10:02:54 -0800
- From: echadez@carl.org (Ed Chadez)
-
- AllRight!!! I'm more than anxious to get my hands on the Voyager. A while
- back I built an anim which showed an alien vessle approaching the voyager
- spacecraft which had been caught in a planet's gravitation field. The
- alien craft interpets the voyager as a spy ship and destroys it. Very
- simple. I was going to use the Director to run the whole thing, but I
- never got far with it. For one reason, the voyager I built wasn't very
- conviencing.
-
- Now that you've converted it to Imagine/TurboSilver format, I'll start the
- project over again with the new powerful Imagine!!!
-
- And one last note. Can you elaborate on what Imagine 2.0 is, besides
- hearsay? My heart beat quickened, I broke into a light sweat, my eyes
- dried and then I was crying with joy. Could it be true?
-
- Or was that the chilli I had for dinner last night.
-
- --Ed Chadez
-
- ps-
- In the original letter I complained about my system crashing often. Well,
- I posted some inquiries to a local Denver bbs and got back some interesting
- answers. For the non A500 user, you should know that the MC68000 chip
- isn't a real motorola chip. I replaced my plastic generic 68000 with a
- REAL ceramic chip manf'd by Motorola and so far I haven't had the problems
- I used to.
-
- But that DOESN'T excuse Impulse for their reply to my problem, which was
- for me to buy a new computer. Don't get me wrong, I love Imagine as much
- (if not more) than the rest of the group, but when I buy my 3000 it will be
- when I can afford it, not because a SOFTWARE manufacture told me to buy it
- to run THEIR software. After all, who's the consumer here??
-
- Thanks again for the great list. Render on.
-
-
- --
- ------------------------------ CARL Systems, Inc. ----------------------------
- //echadez@carl.org * Colorado Alliance of Research Libraries * (303)861-5319
- \X/ information databases (via telnet): pac.carl.org inquiries: help@carl.org
- -------------------------- >> Systems That Inform << -----------------------
-
- ##
-
- Subject: Imagine User Group
- Date: Mon, 28 Jan 91 13:28:15 EST
- From: John J. Rosner <rosner@europa.asd.contel.com>
-
- Ed Chadez writes:
-
- >The other things that Steve mentioned were things we should (somehow) ask
- >Impulse for. Their catch phrase in their annual letters is "We ARE
- >listening" and our eMail group would be a strong voice.
-
- If someone is willing to collect & collate messages perhaps everyone could send
- suggestions as subject "enhancements". It would be most helpful if this person
- was in touch with someone at Impluse, in order to be in a position to know what
- was in the queue for development. Just a thought.
-
- Later,
- John Rosner
-
-
- ##
-
- Subject: Re: DCTV, Suggestions to Impulse
- Date: Mon, 28 Jan 91 13:30:21 EST
- From: sutherla@qtp.ufl.edu
-
- Okay, I have a couple of comments and additions. You state:
-
- - Shiny glass is an oxymoron.
-
- Maybe true, but the flexibility of Imagine (and TS) allows you to create
- objects or attributes that are NOT physically possible (e.g. a RED glass plane
- should pass red light and filter all others, but, even though you can set its
- filter values to R=255, G,B=0, you can also set it to REFLECT BLUE light or
- give it a GREEN color. Try justifying that with physics! This makes getting
- JUST the right look difficult, but I'd rather have the flexibility to do this
- than having Sculpt-Animate's Glossy or Glass FIXED texture.
-
-
- - Set antialiasing level user-selectable. For quick test-renders, no anti-
- aliasing should speed things up considerably. Currently everything is
- rendered with a good amount (certainly more than 3 rays per pixel) and looks
- nice. Imagine a 3x speed improvement at the cost of getting "Jaggies".
- Its worth it for tests.
-
- I agree and disagree. You CAN set the anti-aliasing level, but as far as
- I can tell ONLY by editing the Imagine.config (EDGE LEVEL) value. It IS
- IN THERE, but it should be selectable from the STAGE editor's GLOBAL actor.
-
-
- - Phong shading selectable for parts of objects
-
- As far as I know, you CAN do this. Just select the part of the object you
- want (by selecting faces) and set their attributes. I did this a different
- way when I created a SPUN object. I wanted the object PHONG shaded over
- 270 degrees and FACETED over 90 degrees. I added an axis and created the
- outline, saved it as outline, and SPUN it over 270 degrees with 10 segments.
- Then I added it again and SPUN it -90 degrees and 2 segments. I selected the
- first object and set it to PHONG and set its color and texture attributes.
- I selected the second object and DE-selected PHONG and set it to the SAME
- color and texture. Then I JOINED and MERGED the two objects.
- Worked beautifully. However, there is NO reason I shouldn't have been able
- to join and merge the objects first, then select the appropriate faces and
- set their shading to phong or faceted.
-
- - Slice should have improved handling of close edges or points. Complex
- objects are nearly impossible to slice.
-
- Guess I do NOT understand this one. My only gripes with SLICE is that it
- was left out of the REFERENCE manual (only the autofacing example in the
- TUTORIAL manual mentions it) and that, when I sliced an object, it did
- NOT create faces for the cleaved sections. In other words, if I were
- to SLICE a sphere with a plane, I ended up with two HOLLOW shells, not
- two solid hemi-spheres. I do NOT know if this was my fault or Imagine's.
-
- - Skin should try to do it's best with different sized outlines, maybe with
- a "this point goes here" user input as a start.
-
- ALSO, the REFERENCE manual should be updated to contain SKIN.
-
-
-
- ONE you did NOT include: In TS, if you used SWEEP/SPIN and specified an angle
- less than 360 degrees, you had the option to choose CLOSED or OPEN. If you
- picked closed, TS would fill in the remainder of the object to give you a
- solid. Example, spin a PAWN object 180 degrees. Without CLOSED, the result
- is a hollow 1-point thick shell (unless you used a finite thickness wall, like
- in a goblet) with no back faces. Using CLOSED, you would get a solid
- semi-pawn (half a pawn, as if you had CUT a solid wood pawn in half from top
- to bottom). This is a VERY useful feature.
-
-
- Hope this helps.
-
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Imagine User Group
- Date: Mon, 28 Jan 91 10:48:51 -0800
- From: echadez@carl.org (Ed Chadez)
-
- Greetings all!
-
- Is anyone aware of an OFFICIAL Imagine User's Group, or is our Group the
- closest thing to one?? Seventy One members is quite a charter.
-
- Has anyone heard from Impulse as far as proper avenues of
- communication with them that THEY would approve of? John Rosner suggested
- that we collect our ideas and propose them through a liason to the company.
- That's nice. But we have to make sure that we communicate with Impulse in a
- manner that they would approve of, so that all our good work doesn't get a
- cold reception. The catch phrase "We are listening" may be taken as "we
- are listening, but we really can't answer you right now."
-
- And what's all this talk of an upgrade to Imagine??
- If it is indeed true, then we have to let Impulse know NOW what kinds of
- things are most asked for. Steve's wish list was organized very well, and
- reflected MY views on many things (which I added to in a previous letter to
- the group). Maybe this is the approach that should be taken.
-
- Any comments?
-
- --
- ------------------------------ CARL Systems, Inc. ----------------------------
- //echadez@carl.org * Colorado Alliance of Research Libraries * (303)861-5319
- \X/ information databases (via telnet): pac.carl.org inquiries: help@carl.org
- -------------------------- >> Systems That Inform << -----------------------
-
- ##
-
- Subject: Possible solution to Bad Imagine 1.0 copy.
- Date: Mon, 28 Jan 91 13:58:23 EST
- From: sutherla@qtp.ufl.edu
-
- I MAY have found my problem with the buggy Imagine 1.0 disk. I tried
- to use the LHarc found on the disk to manually extract the Imagine files in
- im.lzh. Since I had never used LHarc before, I typed LHarc ? to see what
- the options were (this was under 2.02 on my A3000 with 6 Megs of RAM (2 CHIP,
- 4 FAST)). The result was that my machine CRASHED, but with a slightly
- different error than before (8000 0004 as compared to 8000 0003) BUT VIRUSX
- did report a XENO virus just as the system crashed. Is there a version or
- versions of LHarc that do NOT work with the A3000 under 2.02?? If so, what
- versions do I want to have/avoid?
-
- As soon as I can get a different version of LHarc, I'll try it and see if it
- fixes my problem.
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- Let's hope that my mail server does NOT send multiple copies of this to
- the group.
-
- ##
-
- Subject: "Official" Impulse/Imagine channel
- Date: Mon, 28 Jan 91 12:40:54 PST
- From: "\"davis@soomee\""@rust.enet.dec.com
-
- Impulse has a "Club" on People/Link. This is a way to directly
- communicate with them on their products. I believe, Harv Laser,
- the sysop for the Amiga club on People/Link posted this message
- in comp.sys.amiga several weeks ago when he posted the response
- from Mike Halvorsen on technical support criticism. I'll see
- if I can find the post and re-post it here. It gave the number(s)
- to call to subscribe to People/Link.
-
- I have "spoken" with several people from Impulse through People/Link.
- There are some good tips and suggestions posted there but I do not
- know if I can re-post them here. I will check. I do recall that
- Mike Halvorsen wrote a long "how to" on brush mapping and simulating
- metals. Stay tuned.
-
- mark
-
-
- ##
-
- Subject: RE: castle anim
- Date: Mon, 28 Jan 91 16:53:05 EST
- From: pawn@wpi.wpi.edu (Kevin Goroway)
-
- Well, I too have five megs... But I've never had any problems with scanline
- mode...even with 0.9
-
- Oh well, Maybe you should try again...
- -Kevin
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
- | Worcester Polytechnic Institute | "It happens sometimes, people just |
- | Pawn@wpi.wpi.edu | explode, natural causes."-Repo Man |
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
-
- ##
-
- Subject: Impulse suggestions
- Date: Mon, 28 Jan 91 17:03:06 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- I have an addition to make to any suggestions going to Impuls. How about
- a fully usable scanline mode, complete with shadows? I have contacted
- NewTek about an independent version of LightWave 3D (from the Toaster that
- is) because its technique (Gerard shading?) give MUCH faster results in
- rendering than ray-tracing by losing reflection and refraction. I would
- not even be interested in this if the scanline mode in Imagine worked like
- this. BTW, the scanline mode has a big problem in most of the cases I've
- test rendered through it. It seems that if a facet (triangle) is behind AND
- in front of another one, there is a random chance of it being displayed. I.E.
- I rendered 7 chess pieces on a chess board constructed of a rectangular solid
- with 12 facets. Some of the pieces were not rendered and others were only
- half there. OK, you say, do a full trace. _16_ HOURS later (28Mhz 68030
- and 68882 w/4 megs 32 bit fast and 1 meg chip) (that's full overscan hi-res
- interlace 24 bits) I was disappointed in the results (BTW, anyone know how
- to use the conic light sources for spotlights?). A similar rendering on
- LightWave 3D took >>> 15 minutes <<<! Maybe I'm asking too much, but I want
- this mode as well. Didn't someone mention that with set zone in TS they
- could render those areas with no reflection or refraction in scanline and
- do the rest as a full trace? This would be a GREAT deal if the shadows were
- there as well.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- P.S. Whenever the number of members in this group stablizes for a few days,
- I can re-post my hack to Imagine to do away with that annoying picture
- upon running and creating a new project. It also fixes problems with
- a corrupted Imagine.pic file (as was my case when I tried to install it).
-
-
- ##
-
- Subject: Vista & Imagine
- Date: Mon, 28 Jan 91 21:16:27 -0500
- From: brian@grebyn.com (Brian Bishop)
-
- I have only imported a couple of Vista objects into Imagine, but I have not
- had any problems with the colors coming across. Perhaps this is a feature
- they added in 'VistaPro'???
-
-
- Brian
-
- ##
-
- Subject: RE: Vista & Imagine
- Date: Tue, 29 Jan 91 01:42:18 EST
- From: TA00@NS.CC.LEHIGH.EDU (Tirso Alonso)
-
- For the Vista object to have the correct colors, the vista manual
- indicates that the landscape should be rendered past the
- Cliff and Color phase before saving it as a Silver object.
- Once you have the desired landscape in Vista, select the
- polygon size you want to export to Imagine, then render,
- dithering or shading make no difference for this. After
- the Cliff and Color phases, abort the rendering in vista.
- Now save the TurboSilver object which should have the
- Vista colors.
- .
- Tirso Alonso
- ta00@ns.cc.lehigh.edu
- .
-
- ##
-
- Subject: Re: Light attached to object
- Date: Tue, 29 Jan 1991 08:04:51 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- John J. Rosner <rosner@europa.asd.contel.com> writes:
-
- >Stephen Menzies writes:
- >>Not sure I know what you mean by "the object's motion is determined
- >>by a sub-hierarchy in the cycle editor" but if it's impossible (I still don't
- >>see why??) to create a path fr the light source all you have left is to
- >>"tween" you light from position A to position B.
-
- >A robot carrying a flashlight in it's hand. As the upper arm moves carrying
- >the lower arm which may move carrying the hand which may move, it is difficult
- >to predetermine the exact path of the light on the end of the flashlight.
- >All I'm trying to do right now is the upper arm/lower arm with the light on the
- >end of the lower arm.
-
- >I'm planning on looking into hinge though with all the discussion about it.
- Yes I see your proble now. Hinging may work if the swing of your
- robots arm has smooth curves although it sounds like a lot of work by
- *hand*. What you have going for you is that you don't see the source
- of the light therefore you can be loose providing it points in the
- right direction. Perhaps the lightsource doesn't even have to be anywhere
- near the hand but *out-there* somewhere with a co-ordinated swing to it.
- Would be quite interested in how you end up solving it. Let us
- know.
-
- cya -steve
-
- >Later,
- >John Rosner
-
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Re: SPLIT and SKIN equvalents in Imagine and HELP with SLICE!!
- Date: Tue, 29 Jan 1991 08:52:22 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- sutherla@qtp.ufl.edu writes:
-
-
- >My last question was asked above. I need info on the SLICE command. Anyone
- >played around with it to "bore holes through objects", etc. and have some
- >"do's and don'ts" of SLICE (rules of thumb)?
-
- >Later,
-
- >Scott Sutherland
- >sutherla@qtp.ufl.edu
-
- These are the "booleans" and they are simple to use. Two or
- more objects (ie: a sphere (not the mathamatical one) and a cone OR
- even two planes) are positioned so that they intersect one another
- in some way. Then multi-select the intersecting objects and pick
- "slice" from the menu. Wait, you'll get a cancel requester, wait
- longer and it'll disappear and the editor will redraw. Your objects
- will be all "sliced and diced" into several pieces grouped to a
- new null-axis, parent. Imagine keeps ALL the pieces and its up to
- you to carefully delete the pieces you don't need. The remaining
- pieces can be left grouped, or they can be UNgrouped and then joined.
- After preforming this operation you should "merge" the objects to
- get rid of duplicate points.
- Problems that may occur: you may get a message that says "a
- point or an edge lies to close....") Two things may be happening
- here: 1. there are points or edges...of one object that are too
- close to the points or edges of the other object. The solution
- may be to move one of the objects or "slice" with an object of fewer
- points 2: the problem may be solely in one of the objects particularily
- if the the object is a "converted" IFF file. In this case you will
- have to inspect the object and see if there are points and edges almost
- on top of each other.
- Also, if an object is booleaned, it will loose all of the
- attributes you may have given it. The solution is to save the attributes
- before and then reload them or do the booleans first.
-
- cya -steve
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Re: "Glass" objects...?
- Date: Tue, 29 Jan 1991 09:05:23 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- "Doug Bischoff" <DEB110@PSUVM.PSU.EDU> writes:
-
- > Hokay... I've tried to get a simple glass ball with a blue box inside
- >it against a red background for about a week now, and I can never get the
- >ball to go transparent even SLIGHTLY.
- > Impulse people said to make the object completely black and set the filter
- >s all the way on. This did not work.
- > Can somebody give me the settings they used in the Attributes box to make
- >a simple glass object? Thanks!
-
- What they told you appears to be correct. Did they tell you that
- the "shiny" setting MUST be set to zero?
- I did notice a glass that was circulated last week, and it works:
-
- C=31,28,86
- R=45,45,45
- F=235 All
- Spec=255
- Dither=48 (or zero for 24bit file)
- H=230
- Rough=0
- Shiny=0 (!)
- These are not firm though, C could be any color, F could be 255 (although
- a bit TOO transparent for glass, etc.
- If you want you can give a refraction index upto 2.5 (limit I
- think) to suggest, water,glass, crystal etc.
-
- cya -steve
-
-
- >/---------------------------------------------------------------------\
- >| -Doug Bischoff- | *** *** ====--\ | "It's so neat to |
- >| -DEB110 @ PSUVM- | * *** * ==|<>\___ | see an AMIGA say |
- >| -The Black Ring- | *** *** |______\ | "Welcome to |
- >| --- "Wheels" --- | *** O O | Macintosh"" |
- >| Corwyn Blakwolfe | T.R.I. ------------- | ---- AMIGA ---- |
- >\---- DEB110@PSUVM.PSU.EDU D.BISCHOFF on GEnie THIRDMAN on PAN -----/
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Re: Textures!
- Date: Tue, 29 Jan 1991 09:26:44 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- pawn@wpi.wpi.edu (Kevin Goroway) writes:
- B
- >Okay, I've spent enough trial and error time on getting Textures to work.
- >I need a definate answer here. How do these things works?! I tried doing
- >the simple example that is on the errata sheet:
- >50x50x50 cube, five sections on a side, mapping a brick texture onto this
- >thing. I get various results...
- >1)just a cube covered with random dots...I know, sorta, why this happens.
- >2)bricks around the perimeter of the cube, with garbage on the interior
- > or each side, sorta...hard to explain.
-
- The problem may not be with the texture but with the cube itself.
- I'm having a lot of problems with redering flat surfaced objects and
- extruded objects. It appears to me that Imagine will not accept "phong"
- on a flat sided object and I get wild results sometimes. There are
- other uglies and oddities that happen with for instance, a 24 x 2 Cone
- primative. I too would like to know of other users specific problems
- with the renderer.
-
- >Okay...
- >with the cube, axis in the exact center, where do I place the axis of the
- >Texture? in the cube? out of the cube? where? maybe I should move the axis of
- >the cube? How big shouldI scale the Texture, does this matter at all?!
-
- The axis of the cube can stay where it is. The texture axis can
- be anywhere as the texture is *solid* through out the world. The main
- consideration is that with bricks, checks etc the outside surface of
- your object is not lying in the mortar. To fix this, ofset your axis
- about half the thickness of a brick (or check) to get the outside
- of the object out of the mortar.
-
- >thanks...as you can see, I'm getting frustrated, and I'm confused...
- >-Kevin
- no problem, I hope it helps alittle
-
- >+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
- >| Worcester Polytechnic Institute | "It happens sometimes, people just |
- >| Pawn@wpi.wpi.edu | explode, natural causes."-Repo Man |
- >+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
-
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Snapshot
- Date: Tue, 29 Jan 1991 09:57:08 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- I would like to correct a mistake in a previous
- reply. The snapshot feature in the Action editor saves "cycled"
- objects in their tweened position NOT "morphed" objects. Sorry
- for any confussion I mat have caused.
-
- steve
-
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Corrupt Imagine1.0: A Status Report.
- Date: Tue, 29 Jan 91 12:58:24 EST
- From: sutherla@qtp.ufl.edu
-
- To use a cliche... "so close, and yet so far...". I want to thank all
- of you for your helpful suggestions for possible solutions to my problem. My
- most recent attempt is as follows. I downloaded lharc1.30 from ab20 last
- night and unzoo'd it on my Amiga. I tested it on another .lzh file I had
- to see if it would work. It did. I deleted the lharc program on my Imagine
- 1.0 disk and replaced it with the lharc1.30 (renamed as lharc, to avoid any
- potential name problems). Note: I first tested it by copying the im.lzh
- file to RAM: and using lharc l im. I got the list of files included in the
- im.lzh file. Then I used lharc x im to see if I would run into any bugs.
- NONE appeared. So, now that I had a WORKING copy of lharc on my Imagine1.0
- disk, I clicked on the Imagine1.0 installation icon. I got the standard
- messages all the way through. I got the the final message ("Do you want
- floating point (F), integer (I), or both (B)?") and typed F followed by a
- return. It WORKED!!! (This was under 2.0 of the OS, the one that was
- giving me problems). So I now have a 'working' copy of Imagine1.0 under
- OS 2.02.
-
- I put 'working' in quotes for the following reasons. I decided to
- put this newly installed version through its paces. I clicked on the Imagine
- 1.0 icon and it loaded perfectly. I chose OPEN to open a project I had
- previously created under the 1.3 installed version of Imagine1.0. It loaded
- fine, and I checked the STAGE editor to see that everything was in order.
- It was. Then, just on a hunch, I rendered the scene (scan line mode, 150x150).
- It worked fine UNTIL it finished rendering. At the point where the menu bar
- usually shows "cleaning up" (right after it finishes the rendering) the
- machine CRASHED, with the same STUPID CPU trap error message 8000 0003!
-
-
- AAAAAAAAARRRRRRRRRGGGGGGGGGHHHHHHHHHH!!!!
-
-
- You know, primal scream therapy does not seem to work as well when its typed
- and not vocalized. Ah well. I DID think that perhaps the old project was,
- for some unknown reason, incompatible with the 2.02 installed version, so I
- created a NEW project, loaded my OLD objects in, added a light source, and
- rendered it again. SAME RESULT. The ONLY thing I have NOT tried is to
- make NEW objects under this 2.02 installed version and try that. My GUT feeling
- is that my Imagine 1.0 is just corrupt (something in the compression screwed
- it up JUST enough to make it incompatible with 2.02). BTW, I did try this
- 2.02 installed version after having booted up under 1.3.2 and it WORKED
- beautifully (EVEN up to the point where it says "cleaning up"). NO crashes
- at all. So, I CAN use Imagine1.0, but I would REALLY like to be absolutely
- sure it is okay. Unless someone out there has another suggestion, I am
- going to send the disk back to Impulse.
-
-
- Thanks again for all your help.
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Slice
- Date: Tue, 29 Jan 91 12:19:00 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- I keep hearing (reading :-) that you should reduce the number of faces or
- points when you get the "a point or an edge lies too close..." error in
- the slice option. However, in my limited experience, I've noticed that this
- is not necessary. All that needs to be done is to move one object by a
- very small amount (use a .001 offset in the position requester in any of
- the three direction) and try the slice again. The worked for my several
- attempts without having to cut the object apart or limit points. Give this
- a try and see if it solves your problems.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: EDGE Level and Resolve Depth?
- Date: Tue, 29 Jan 91 13:19:48 EST
- From: sutherla@qtp.ufl.edu
-
- Here we go again. I KNOW that both of these are initially set in
- the Imagine.config file, BUT, is there a way to interactively change these
- from within the program. I would have assumed that they would be in the
- GLOBALs info window in the ACTION sub-editor of the STAGE editor, but I cannot
- find them. BTW, someone also mentioned that it was possible to alter the world
- size from within the Imagine program (as opposed to altering the Imagine.config
- file with a file editor and then running Imagine). I cannot find this option,
- although I'd expect IT to be in the GLOBALs info window as well. Where is
- it, exactly?
-
- Thanks again.
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- P.S. Does anyone know if Gary Dominguez has access to the usenet. I've just
- ftp'd some of this stuff from ab20 and it's great. I had always wondered
- where that ANT with the mirrored ball (in the ART gallery of an old Antic's
- Amiga Plus) came from. I tried to recreate it to match this image (then I
- was going to animate it), BUT I could NEVER get the lighting, textures, or
- objects to look anything like this. I'd like to interact with him to get
- some helpful hints.
-
-
-
- ##
-
- Subject: "shiny" surfaces
- Date: Tue, 29 Jan 91 13:16:19 -0800
- From: echadez@carl.org (Ed Chadez)
-
- Can anyone say exactly what happens when the shiny attribute is used? I
- have a few ideas of what it may produce as an effect, but, like "glossy"
- in TS, I haven't seen its usefulness.
-
- I know that "glass" objects shouldn't be set to shiny. I also rendered an
- object with scanline that had shiny as an attribute with hardness and its
- hotspot attribute (I forgot the name of that one) set. There weren't any
- hotspots on the object.
-
- So if anyone has experimented with the shiny attribute, would you mind
- sharing with us what your results were??
-
- --Ed Chadez.
-
- --
- ------------------------------ CARL Systems, Inc. ----------------------------
- //echadez@carl.org * Colorado Alliance of Research Libraries * (303)861-5319
- \X/ information databases (via telnet): pac.carl.org inquiries: help@carl.org
- -------------------------- >> Systems That Inform << -----------------------
-
- ##
-
- Subject: Vista
- Date: Tue, 29 Jan 91 18:37:56 EST
- From: spworley@ATHENA.MIT.EDU
-
- Tell me about Vista, those of you who have it. I know it generates
- 3D views of terrain based on actual places. What kind of quality is
- it, and how many locations are in it's database? I'd love to see
- a "real" background for an anim or something in Imagine.
-
-
- I'll post my objcts soon, I promise! I'm merging them all by hand,
- so everyone doesn't have to.
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
- ##
-
- Subject: Re: EDGE Level and Resolve Depth?
- Date: Tue, 29 Jan 91 18:57:38 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Gary doesn't have access to the net, but since I was the one who shanghaied
- those pictures from him to upload, and can contact him rather quickly, I can
- relay any comments etc. to him. He is always happy to hear praise for his
- work and the more I can send him, the better chance I have of getting more
- stuff from him. He's using Imagine now and even entered a great animation
- in the Amiga World contest.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: Re: Vista
- Date: Tue, 29 Jan 91 17:07:48 PST
- From: think!think.com!ames!claris!portal!cup.portal.com!amigan@EDDIE.MIT.EDU
-
- Steve..I've been very pleased with Vista Pro..it has landscape based on
- real topographies as well as random fractal landscapes..it some with a
- martian moon surface, mt st helens before/after the big one, and others..
- user interface is very intuitive..I had no problem at all with colors
- coming into imagine..quality depends on how much time you have to let
- the object generate..ie the more subdivisions/the longer it takes to
- generate you landscape..you have control over a number of parameters..
- plus you have the ability to create "rivers" and lakes in you landscapes..
- all in all I'd give it "two thumbs up"..
-
- -Mike
- amigan@cup.portal.com
-
- ##
-
- Subject: Vista
- Date: Tue, 29 Jan 91 20:23:11 -0500
- From: brian@grebyn.com (Brian Bishop)
-
- Vista is an interesting product. It uses elevation map files which hold
- different area maps. Auxiliary disks are available for various areas, but
- I do not think they have published their format, which is too bad. I'd love
- to be able to convert any USGS data into it. It has 4 rendering qualities,
- based on a polygonal number (1,2,4,8 - I don't know if 'render' is the right
- word to use for this process). I bought the souped-up version which includes
- landscapes for Lake Arrowhead, Crater Lake, San Louis Obispo, the Olympus
- Mons of Mars (my favorite), the Mandelbrot and Julia Sets, Big Sur, Mount
- Saint Helens before and after the expolosion, El Capitan, Mount Baldy,
- Big Sur, Half-Dome, Morro Bay, and a few others. The Mandelbrot and Julia
- sets aren't recursive - you can't magnify them for more detail.
-
- It basically operates by setting up a camera location and a target location,
- which sets boxes for dR (distance to target), dX, dY, dZ, and Yaw Pitch Roll
- angles (though they call them slightly different names). Building animation
- scripts is a little tedious (open file, set point, add point to file - no
- keyboard shortcuts), however the file format is easily written by script.
- Each picture is X,Y,Z,Yaw,Pitch,Roll (I may have the params mixed up, but
- the program puts a descriptive header at the top of the file). I found the
- pictures it generates a tad disappointing, but more colors (DCTV!) make the
- pix excellent. It has lots of options for Gourad shading, Nighttime/Daytime,
- adding lakes and rivers, Haze (I don't like the haze effect so far), and
- more. Since it does not ray-trace, the picture generation times seem quite a
- bit faster than Imagine renderings of the same objects.
-
- When exporting to Turbo Silver/ Imagine, the overall scene is broken into
- around 16 sections. You can export as many sections as you want (I assume -
- I haven't exported more than 4 at a time). For what it is, I think it's
- kind of expensive (Vista is around $80, and VistaPro is around $120), but
- the only other package like it is Scene Generator, but I don't think it
- uses real landscapes, correct me if I'm wrong here, somebody.
-
-
- Brian Bishop (brian@grebyn.com)
-
- ##
-
- Subject: Re: Vista
- Date: Wed, 30 Jan 1991 09:43:11 -0500
- From: gatech!cbmtor!caleb@EDDIE.MIT.EDU (Caleb J. Howard (Product Support))
-
- Hi there. I have the VistaPRO software. It will generate realistic
- 3D terrain views based on data loaded from disk or generated using fractal
- algorithms. There are lots of parameters that can be controlled and the
- software includes primative animation capabilities. There are two sets of
- terrain maps, each being held on a series of six disks. These are a strip
- of California, and a strip of Mars. There is a nice implementation of a
- Gourand (sp?) shading algorithm. I like the software. but I wish I could
- edit the terrain objects, and I wish thast the animation capability was
- slightly more useful. There is also the option output the terrain as
- an imagine object, but I haven't tried this yet. If you have any
- specific questions, let me know, and I'll try to shed some loght.
- (that's light).
- -caleb
- --------------------------------------------------
- 'How many times must the cannon balls fly?' -Dylan
-
-
- ##
-
- Subject: Re: Vista and Scene Generator
- Date: Wed, 30 Jan 91 13:56:57 EST
- From: sutherla@qtp.ufl.edu
-
- It looks like I'll have to upgrade to VISTA Pro. The added features
- described by Brian sound interesting. And Brian is correct about Scene
- Generator. If you get a copy of the PD Scenery program (one one of the
- FF disks (I think before 200)), you can get a feel for what SG does. I do
- NOT know how it works, but it generates landscapes based on a random number
- (user input). IMHO, SG makes much nicer looking images than Vista, but 1)
- SG does not use real USGS (or any other) data, and 2) you cannot save the
- SG files as 3D objects. BUT, for background images, I'd recommend SG over
- VISTA any day. Also, the TS objects from VISTA are HUGE. As Brian mentioned,
- there are 4 "resolutions" of objects: 1, 2, 4, and 8, with 8 being the crudest.
- A copy of the CraterLake object at LVL 2 is 900K. At LVL 4 it is 300K (these
- are rough numbers based on my memory, which ain't all that reliable folks).
- If you want EXACT numbers, let me know.
-
- If there is enough interest, I can post a more detailed review about Vista and
- Scene Generator (Brian might be able to review Vista Pro as well).
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: re: Vista
- Date: Wed, 30 Jan 91 15:09:40 PST
- From: rayz@altair.csustan.edu (R. L. Zarling)
-
- From grebyn!brian@uu.psi.com Tue Jan 29 20:49:18 1991:
- > Vista is an interesting product. It uses elevation map files which hold
- >different area maps. Auxiliary disks are available for various areas, but
- >I do not think they have published their format, which is too bad. I'd love
- >to be able to convert any USGS data into it. It has 4 rendering qualities,
-
- They will send you a description of their file format upon request; I know,
- since I asked and received... It has tables of colors and things, but the
- most important part is just a two-dimensional array of altitude measurements.
- Pretty straight-forward, just what you'd expect.
-
- One of the options in VistaPro is to read a standard USGS format file.
- Since these are usually distributed (I understand) on 9 track tape, this
- is not as useful as it might seem on the surface!
-
- rayz@csustan.EDU
-
- ##
-
- Subject: Brush wrapping by M. Halvorsen
- Date: Wed, 30 Jan 91 15:05:05 PST
- From: "\"davis@soomee\""@rust.enet.dec.com
-
-
- TO all who have Imagine:
- For those of you have Turbo Silver some of what is found here may be a bit
- redundant. For those of you new to this stuff, may I suggest that you down
- load this text and refer to it when you get stuck.
- 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 reqeuster,
- 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 falt 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 sapce) 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 untis 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
- Mike
-
- ##
-
- Subject: More VistaPRO
- Date: Wed, 30 Jan 91 21:25:33 -0500
- From: brian@grebyn.com (Brian Bishop)
-
- >From grebyn!brian@uu.psi.com Tue Jan 29 20:49:18 1991:
- > Vista is an interesting product. It uses elevation map files which hold
- >different area maps. Auxiliary disks are available for various areas, but
- >I do not think they have published their format, which is too bad. I'd love
- >to be able to convert any USGS data into it. It has 4 rendering qualities,
-
- >>From uupsi!altair.csustan.edu!rayz Wed Jan 30 18:42:33 1991
- >>They will send you a description of their file format upon request; I know,
- >>since I asked and received... It has tables of colors and things, but the
- >>most important part is just a two-dimensional array of altitude measurements.
- >>Pretty straight-forward, just what you'd expect.
-
- >>One of the options in VistaPro is to read a standard USGS format file.
- >>Since these are usually distributed (I understand) on 9 track tape, this
- >>is not as useful as it might seem on the surface!
-
- Yes, you are right. Upon reading the (F) manual, it states that DEM
- actually IS a USGS format, and that the USGS has "converted about 40% of the
- United States" into this format. So the next questions are:
-
- 1. Where can we ftp USGS data from ... and
-
- 2. Have they done the Grand Canyon yet???
-
-
- (actually, I may be able to find these out myself; the national headquarters
- is a half-hour drive away from here in Reston Virginia. I has a summer job
- there when I was in High School!)
-
- One more thing - could someone mail me the octet for the location of the
- Imagine renderings? Our node just got a uunet connection.....
-
-
- We now exit the Vista mailing list and return back to the Imagine mailing
- list
-
-
- Brian...
-
-
-
-
- ##
-
- Subject: Re: Sound and iconification
- Date: Wed, 30 Jan 91 19:44:04 PST
- From: think!think.com!ames!claris!portal!cup.portal.com!amigan@EDDIE.MIT.EDU
-
- One thing I really liked about Sculpt 4D was that it was very simple
- to create an icon for your animation and also very easy to attach
- a digitized sound file to said animation by altering the info
- file..does anyone know of a way of adding sound to an imagine format
- animation or of making the final animation run with the simple click
- of an icon?..what is the best tool for accomplishing these same
- tricks with op code 5 animations?..the sculpt movie program will run
- sculpt proprietary format animations and dPaint animations..but in
- my experience it has not been able to play back op 5 animations
- created with any program other than dPaint..suggestions?
-
- -Mike
- amigan@cup.portal.com
-
- ##
-
- Subject: Imagine & Vista Pro
- Date: Thu, 31 Jan 91 07:50:07 EST
- From: John J. Rosner <rosner@europa.asd.contel.com>
-
- Concerning the possibility of modeling real world places in Imagine,
- that is any place, via Vista Pro:
- There is a file called world data base at FTP site abcfd20.larc.nasa.gov
- (128.155.23.64) the file name is wdb-data.lzh and is 778,240 bytes.
- Does anyone know if this is a USGS file? There are conflicting reports
- as to the integrity of the file, I have not downloaded it because I don't
- know enough about it yet.
- Later,
- John Rosner
-
-
- ##
-
- Subject: Re: Texture Axis, Objects, and Administrivia
- Date: Thu, 31 Jan 91 13:45:35 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- In-reply-to: Your message of Sat, 26 Jan 91 20:47:21 -0500.
- <9101270147.AA17206@e40-008-10.MIT.EDU>
-
- > I've finished translation of a few zillion objects (well, maybe 50)
- > Almost all of these are higher quality (and size) than the objects
- > I posted to ab20.larc.nasa.gov.
-
- > Files Sent to me from Helge : (Thanks!) Converted from SA4D format
-
- > Glasses.obj 19530 ----rwed 18-Jan-91 19:56:36
- > Robot.obj 60832 ----rwed Future 06:04:50
- > BatWing.obj 25686 ----rwed Future 06:01:08
- > Callipers.obj 10068 ----rwed Future 06:12:14
- > RoboHand.obj 33398 ----rwed Future 06:20:06
- > lamp1.obj 12176 ----rwed Future 08:07:12
- > lamp2.obj 4412 ----rwed Future 08:09:08
- > Baloon.obj 66644 ----rwed Future 05:57:18
-
- > Some of these are from Helge, some I scrounged.
-
- > tire.iob 56330 ----rwed 08-Jan-91 11:44:03
- > wheel.iob 32678 ----rwed 08-Jan-91 11:44:39
- > Apple.obj 18716 ----rwed Future 06:09:06
- > Frog.obj 27270 ----rwed Future 06:14:40
- > F15e.obj 61936 ----rwed Future 06:02:46
- > Runway.obj 1520 ----rwed Future 06:05:28
- > Phone.obj 112660 ----rwed Future 06:21:44
- > shuttle.iob 18900 ----rwed 12-Jan-91 07:18:58
- > Voyager.obj 67112 ----rwed Future 06:06:26
-
- > These I wrote a program to convert NFF files to Imagine format. Some are
- > HUGE! cobra- a Bell Cobra helecopter, and StPaul's are great!
- >
- > stpauls.iob 2438840 ----rwed 12-Jan-91 09:55:19
- > expresso.iob 112214 ----rwed 12-Jan-91 09:03:25
- > cobra.iob 618618 ----rwed 12-Jan-91 06:31:02
-
- Do you have any of these objects in Sculpt or Videoscape format?
- I would love to use them in Lightwave but I can't deal with Imagine
- format.
-
- > My current project- fire and smoke. Right now, it looks like one of
- > those electric fireplaces with lighbulbs under plastic, and these big
- > light grey trashbags fly out occasionally. So far, a dismal failure.
-
- Two truly stupendous features of Lightwave are the fractal noise texture
- (which can be animated and applied to surface color, transparency,
- bumps, etc) and the ability to make object edges transparent while
- leaving the object volume opaque. This yields the ability to make great
- clouds, fire, smoke, and glow effects. If someone is sending a wish list
- to Impulse, I highly reccommend including both these features.
-
- Anyway, hope ya can help me out with some of those objects.
- Thanks.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: metal attributes by M. Halvorsen
- Date: Thu, 31 Jan 91 11:34:19 PST
- From: "\"davis@soomee\""@rust.enet.dec.com
-
-
- Here is something from People/Link that might be of interest.
-
- -mark-
-
- ------------------------------------------------------------------------
-
-
- 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 refelction 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.
- Refelctive 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 enviroment 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....
- Mike
-