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-
-
- IMAGINE FX - $300.00
-
- This is a convertible demo that can be converted over the telephone.
-
- Imagine FX is a six pack of 3D animated special effects.
-
- Imagine FX requires 3D Studio Release 2.01 or higher.
-
- Contacting us:
-
- Schreiber Instruments, Inc.
- 303-759-1024
- 303-759-0928 FAX
-
- 303-759-3598 Happy Canyon BBS 14400 and lower.
-
- 73362,466 CIS
-
- E-mail is the easest way to contact us. Phone if you have to and
- when you need your password.
-
-
-
- Protection:
-
- When you install the software you will need to give us a call to get
- your password. The software ships in Demo mode. You should install
- the password on the machine you will be editing with as the demo
- version can not alter the parameters. The protection does not effect
- the rendering with these routines only the editing of parameters.
- These routines may then be installed on any rendering machines. You
- are free to make copies of the disk and give it anyone.
-
-
- The effects included with Imagine FX:
-
- * Lightning - Animate horizontal/vertical lightning. Control
- direction, frequency, branching, duration and
- complexity.
-
- * Comet - Comet with an animated particle tail. The mapping
- coordinates add great color effect. Control particles,
- tail length, tail flare, energy and complexity.
-
- * Rings - Add rings to any object, Animate shrinking or expanding
- rings. Animate multiple spinning rings. Control
- expansion, spin, rotation, number of rings, axis, size
- and complexity.
-
- * Particle Cloud - A chaotic distribution of particles. Several
- levels of motion provide an ever changing animated
- cloud. Control area creation, particles, energy
- and complexity.
-
- * Starburst - An animated 3D rayed sphere. Highly chaotic motion to
- smooth calculated motion. Control center sphere, rays,
- energy and complexity.
-
- * Explode Volume - Fills the parent object with particles to
- represent the volume then blows them up. Does not
- retain any of the faces from the parent object.
- Creates random size and shaped 3D particles not
- singular faces. Control particle fill, explode
- energy & resistance, gravity, bounding and more.
-
- * Materials! - A sample materials library containing 255 materials is
- included for use with all the effects. Over 200 full
- color texture/opacity maps are provided to extend the
- range of effects available.
-
-
- Using these routines:
-
- The Imagine FX routines run as AXP processes inside of 3D
- Studio version 2.01 or higher. The AXP process is a very powerful
- feature of 3D Studio. The AXP process allows you to write a
- program which generates objects at the time the rendering is
- being done. The AXP process is called for each frame so the AXP
- process can change the object from frame to frame.
-
- All routines are IPAS AXP's applied to an object in 3D Studio. AXP's
- work in object space and will move, scale and rotate with the object they
- have been attached to. AXP's also benefit from the fact they render
- in 3D space as compaired to image effects which are only 2D.
-
- All the routines create an object which has texture coordinates. The
- parent object needs to have texture coordinates applied but the
- mapping itself does not effect the final coordinates. The texture
- coordinates allow for a wide use of materials.
-
- To apply the AXP to an object in 3D Studio, select
- MODIFY/OBJECT/ATTRIBUTES from the side bar in the 3D Editor and
- select the object. From the Exterinal Process box select the desired
- process to be applied.
-
- LGHTNG is Lightning.
- COMET is Comet.
- RINGS is Rings.
- CLOUD is Particle Cloud.
- STBRST is Starburst.
- EXVOL is Explode Volume.
-
- Once the routine has been applied select the settings button to edit
- the parameters. Use the save or load buttons to save the parameters
- to disk or load previously saved parameters.
-
- If you are using Imagine FX in the demo mode you will not be able to
- change the settings.
-
- The axis control in several of the routines is dependent on which
- view the object was created from in the 3D Editor. To be matching the
- axis prompts the object must have been created in the TOP view. If
- the object was created in the FRONT view then all of the axis
- controls will be rotated 90 degrees. Once the object is created it
- may be rotated to any position and the object axis will rotate with
- the object.
-
-
- Chaos Control:
-
- All routines allow you to have some control over the quantity of
- chaos within the routine. The SEED number is used to set the random
- number generator. If the SEED number is set to 0 the effect will be
- very chaotic and not be repeatitive frame to frame. If a number is
- used the effect will be chaotic but consistant from frame to frame. A
- seed number should be set when rendering an animation with multiple
- machines.
- Imagine FX uses a highly refined random number generator to produce
- results which do not contain patterns or repeat within a short time
- frame. For the random number generator to work effectively some the
- effect will be difficult to control. Changing the seed number may
- greatly change the effect.
-
-
- Lightning:
-
- Mapping:
- The lightning objects are texture mapped from the top at
- 0.0(V) to the bottom which is 1.0(V). This will allow the application
- of a material which can change the colors top to bottom or fade
- into the background by using a opacity map.
-
- Controls:
-
- * Axis - The axis of the object along which the lightning will
- travel.
-
- * Direction - The direction along the selected axis the
- lightning will travel.
-
- * Type - Parallel or Fragmented. Parallel lightning
- represents an electrical arc type of effect where
- the sources are very strongly charged. The
- fragmented lightning represents a natural
- lightning effect where the sources are farther
- apart or weakly charged.
-
- * Segments - The total number of segments used for each bolt or
- sub-bolt of lightning.
-
- * Branching - Controls how much branching the lightning will
- create. A 0 setting disables the branching, The higher
- the number the more branching occures.
-
- * Size Factor - The width of the lighting object created. The
- size is a percentage of the box size. As
- lightning is 3D effect the bolts may be rotated
- to make the appearence smaller.
-
- * Frequency - Controls how often the lightning will occure. The
- higher the number the more frequent the lightning.
-
- * Duration - Controls how long each lightning strike takes. The
- higher the number the more frames the effect will
- be stretch over. Each strike will vary. The
- lightning will grow across the box through out the
- duration. This controls the number of frames
- used to arc the lightning. The setting number
- is number of frames times 10. Each bolt has a
- random factor and may be longer or shorter
- then the exact time selected.
-
- * Hold Frames - The number of frames the each bolt will
- stay on after arcing across. This is in
- addition to the duration period.
-
- * Force Frame 0 - Forces each selected bolt to occure at
- frame 0. This can be used to include
- lightning in stills. Each bolt will start
- at a random along the arc across based on
- how long the duration is.
-
- * Maximum Number - Total number of main lightning bolts that can
- occure at one time. The sub-bolt number is
- not included.
-
- * Chaos - Controls the amount of zig zag used when creating the
- lightning object. The higher the number the more zig
- zag that occures.
-
- Comments:
- To aid with the lightning effect the lightning strike
- sequence is written to a file. The LIGHTNG.TXT can be
- opened by the text editor included with R3. This file is
- written for each frame rendered. The file contains all the
- lightning stikes upto that frame. If there is a network
- conflict with multiple machines trying to write to the same
- file the is simply not created but the lightning routine
- continues. To make use of this file render the last frame
- in which you use lightning in your animation. Then create
- an onmi light in the center of your lightning box. The
- frame strike pattern in the LIGHTNG.TXT file can then used
- as a reference to animated the onmi light. For each frame
- of change in the LIGHTNG.TXT file add a color keyframe to
- adjust the color of the onmi light. This will create a
- flashing effect in your scene that matches the lightning
- occurences.
-
-
-
- Comet:
-
- Mapping:
-
- The comet head has texture coordinates applied with 0.0 at
- the front and 1.0 at the back. The comet tail also has texture
- coordinates with 0.0 at the front and 1.0 at the end of the
- tail. The coordinates used for each particle in the tail vary
- slightly along the tail. This will allow the application of a material
- which changes color or opacity down the length of the comet. The
- application of a material which contains a flic to change the
- colors would add an extra dimension.
-
- Controls:
-
- * Center Radius - Controls the size of the head of the comet.
- The size is a percentage of the size of the box.
- The larger the number the more the head will
- fill the box.
-
- * Number of Particles - The number of particles contained in the
- tail of the comet.
-
- * Particle Size - The relative size of the paricles. The larger
- the number the larger the particles.
-
- * Particle Stretch - Controls weather or not the particles will
- be stretched along the axis of the tail.
- Each particle will be stretched a variable
- amount.
-
- * Type of Tail - Select between a tapered tail and a square
- tail. There is some chaos which will
- create particles that are not contained
- within the tail.
-
- * Tail Length - Controls the length of the comet tail. The
- length is relative to the size of the box. The
- higher the setting the longer the tail.
-
- * Tail Width - Controls the width the comet tail. The width is
- relative to the radius of the head. The higher
- the setting the wider the tail.
-
- * Energy - Controls the amount of energy used with the particle
- motion in the tail. The high the energy the more
- motion per frame.
-
- Comments:
-
- This effect was intended to be applied to an object which
- is also moving.
-
- A close pass on a camera with a wide angle lens (<50mm)
- will add to the effect be curving the tail.
-
-
- Rings:
-
- Mapping:
-
- The rings have texture coordinates applied from 0.0 around
- the inner radius to 1.0 around the outer radius. This will allow
- the application of a material which changes color or opacity
- outward from the center. The application of a material which
- contains a flic to cycle the colors through out the animation
- would produce a stunning effect. A material is included to
- create a rainbow including opacity.
-
- Controls:
-
- * Inner Radius - Controls the inner radius of the created
- object. The negative settings allow the rings
- to start within the object.
-
- * Outer Radius - Controls the outer radius of the created
- object. The higher the setting the larger the
- radius.
-
- * Number of Rings - The number of sub-rigs within the ring
- created. The spacing and gaps used to create
- the sub-rings are created randomly.
-
- * Ring Segments - Controls the number of segments used to create
- the rings. The higher the setting the more
- faces and the smoother the rings.
-
- * Ring Axis - Controls which axis the rings will be placed. The
- parameters are applied to the rings around each axis.
- If different parameters are required for different
- axis then setup a second object to apply rings to.
-
- * Ring Rotation - The amount of ring rotation energy. The higher
- the setting the more motion per frame. The
- rings rotate at 90 degrees from both the
- creation and spin axis.
-
- * Ring Spin - The amount of ring spin energy. The higher the
- setting the more motion per frame. The rings spin
- at 90 degrees from both the creation and rotation
- axis.
-
- * Ring Expansion - The rate of ring expansion. The negative rate
- provides for shrinking. The higher the
- setting the faster the expansion per frame.
- The expansion may or may not be used with
- spin and rotation.
-
-
- Particle Cloud:
-
- Mapping:
- The particles in the particle cloud vary randomly though
- out the cloud from 0.0 to 1.0. This will allow the application
- of a material which changes colors though out the cloud.
-
- Controls:
-
- * Number of Particles - Controls the number of particles used to
- create the cloud.
-
- * Particle Size - Controls the size of particles created. The
- size is relative to the box. The higher the
- setting the larger the particles.
-
- * Largest Area - The largest sub-area to be created. The area
- size is relative to the size of the box. The
- higher the setting the larger the first area
- and subsequently the larger each of the following
- areas.
-
- * Area Range - Controls the distribution of the size of the
- areas used. The higher the setting the greater
- the range of areas used. A higher setting will
- produce a clustered like particle cloud. A
- smaller setting will produce a more uniform cloud.
-
- * Area Frequency - Controls the number of areas used. The higher
- the setting the more areas created and the smaller
- the number of particles per area.
-
- * Particle Energy - Controls the range of energy for each
- particle. The higher the setting the more
- motion for each particle per frame.
-
- * System Energy - Controls the range of system energy used for
- the area motion. The higher the setting the
- more area motion per frame.
-
-
- Starburst:
-
- Mapping:
-
- The center sphere has texture coordinates which color the
- sphere with the material at the 0.0 end of the mapping. The rays
- have texture coordinates which map from 0.0 at the base of the
- ray to 1.0 at the end. This will allow for a material which
- changes color or opacity along the lenght of the rays.
-
- Controls:
-
- * Center Radius - Controls the radius of the center sphere. The
- radius is relative to the size of the box. The
- higher the setting the larger the radius.
-
- * Number of Rays - The number of rays disributed around the
- sphere. A larger number of rays can hide the
- center sphere.
-
- * Ray Thickness - The width of the rays created. The width is
- relative to the size of the box.
-
- * Energy - Controls the amount of energy used to move the rays
- around the sphere. The higher the setting the more
- motion per frame by the rays.
-
- Comments:
-
- This effect was intended to be applied to an object which
- is also moving.
-
- Since Starburst is in full 3D it does take quite rays just
- to get a nice effect but if this is used only from a distance
- adjust the number of rays downward to help save time and space.
-
- Opacity adds to the effect but is not very useful if the
- effect is only used at a large distance.
-
-
- Explode Volume:
-
- Materials:
-
- The particles generated for the volume explode have
- texture coordinates the are randomly generated between 0.0 and
- 1.0. This will allow the material to be evenly distributed
- though out the whole object.
-
- Controls:
-
- * Spacing - The X,Y and Z spacing control the density of the
- particles filling the object. Warning, the fill is a
- 3D function thus the number of particles increases
- cubicly. (10x10x10 is 1000 where 20x20x20 is 8000)
-
- * Size Distribution - Selects between uniform and variable
- particle size disribution. The uniform
- selection makes particles of simular size.
- The variable selection will try to fill
- the object with decreasing size particles.
-
- * Explode timing - The on/off selections and frame settings
- allow for basic control of explode timing.
-
- The on/off next to the start frame selection
- controls weather the fill particles will be
- included in the frames prior to the start.
- All frames prior to the start have no motion.
-
- The start frame is the first frame of the
- explode effect the particles are in the
- initial position. This would also be the last
- frame of the actual object being in the
- scene.
-
- The end frame is the last frame any motion is
- calculated. The motion of particles may or
- may not have stopped at this point depending
- on the rest of the settings but this is the
- last frame the motion is calculated for. The
- end frame also controls the rate of spin
- decrease for the particles.
-
- The on/off next to the end frame selection
- controls weather the particles will be around
- after the end frame. If this selection is off
- no particles are generated by the routine. No
- motion is include after the end frame.
-
- * Energy - Controls the amount of energy used in the explode.
- The higher the setting the more particle motion per
- frame. Energy is used to set the initial velecity of
- the particles relative to there volume. The larger
- particles have far less velocity then the smaller
- particles. The higher the setting the more the
- particles will spin as well.
-
- * Resistance - Controls the amount of resistance agaist the
- motion of the particles. The higher the setting
- the more resistance the particles have as they move.
- More resistance means that the partilces will
- slow down faster. Resistance also effects the
- rate of spin and the rate of spin decay.
- Resistance can be used to represent the fluid
- around the object. A low resistance would represent air
- and a high resistance would represent water.
-
- * Spread - Spread controls the direction of the initial motion
- of the particles. For example, if the explode effect is
- bounded on five sides thus leaving only one direction
- open spread has the follow effect; Constrained spread
- makes all of the initial particle motion down (parallel) the
- axis of the open side. Like particles exploding down
- a pipe. Free Form spread allows the particles to
- flair while moving away from the object. Like
- particles from a shot gun blast.
-
- * Bounds - Controls the motion of the particles during and after
- the explosion. Each of the settings allows each axis
- direction to be controlled seprately. A setting of 0
- means the initial motion of the particles will be
- block from traveling that direction. Using 0 settings
- allows the setup of directional blasts. A setting of
- 1001 (default) means that the explode is not bounded
- at all in that direction. The settings inbetween
- allow for blocking objects to be represented. The
- settings are in tenth's of the objects width. A
- setting of 10 means the particles will collide with
- an object at 1 object width in that direction.
-
- * Rebound Energy - Controls the remaining energy a particle has
- after bouncing off one of the bounding
- planes. The higher the setting the more
- motion retained by the particle. A setting of
- 500 represents 50% of the motion retained
- plus or minus chaos. A setting of 0 will
- cause the particles to stop when they
- collide. Like the shot gun pellets hitting
- the wall.
-
- * Gravity - Controls a force acting on the particles. The higher
- the setting the more influence on the travel of the
- particles. A setting of 0 disables this. A setting
- of about 1/10 the value of the energy setting would
- represent earth normal gravity. The -X, +X, -Y, +Y,
- -Z, +Z buttons allow the direction of the force to
- be selected.
-
- Comments:
-
- Explode Volume should be used on a copy of the object you
- are exploding so that the materials may be changed and so that
- the orginal object may still be rendered prior to the explosion.
- For best effect the orginal object should be hiden on the frame
- starting the first frame after the explode effect starts.
-
- By setting all of the bounds controls to zero the object
- will implode. This is best used with the uniform size control.
-
- To find the object distance to another object in the scene
- to be able to set the correct bound distance use the
- CREATE/OBJECT/ARRAY command. Array the exploding object in the
- direction of the other object then count the occurences to the
- next object. For example if the next object is 3.4 objects away
- then the correct bounds setting would be 34. You can then delete
- the extra arrayed objects.
-
- Start with the smaller fill settings first and render a
- single frame into the effect like frame 50 to see how many
- particles will be created. Then raise the fill settings this
- will keep you from wasting time creating to many particles.
-
- To speed up the explode volume process a temporary file is
- written to the current process directory. This file
- contains the fill particles so the process will not have
- recalculate the fill for each frame. If you are using 3D
- Studio ver 2.01 then the fill will be calculated for each
- frame. If you do not exit the rendering normally then this
- temporary file may be left in your process directory. This
- will not cause any problems and you may delete this file.
- Each network rendering machine will create the fill objects
- on the first frame that machine renders. Then it will be
- able to use that fill file on every subsequent frame. Since
- the motion calculation is not dependent on the previous frame
- the sequence in which the frames are rendered is not
- important.
-
-
- General Tips:
-
- * Complex materials (multiple texture maps, bump maps, reflection
- maps) add alot of rendering time and may not add much benefit in
- the final rendering. Test complicated materials and simplify
- whenever possible.
-
- * Test these routines with low res, flat shading and hiding other
- objects to adjust the parameters. The time spent reducing the
- model to adjust the parameters will save time in the long run.
-
- * Ray traced shadows look great with these effects and can kill
- rendering time.
-
- * Motion blur used with these effects has shown mixed results.
- Motion blur worked very nicely with the particle cloud and
- ruined the explode volume effect. Test single frames in the
- final resolution when using motion blur. Motion blur will also
- kill rendering time.
-
- * Test lower complexity effects! The higher settings were provided
- for use with higher resolutions and extreme close-ups. Often
- lowering the complexity will not greatly effect the final image
- but will yield faster rendering times.
-
-
-
- Modifing the parameters.
-
- If you are working with the Imagine FX demo you can not
- change the parameters.
-
- To modify a process attached to an object select OBJECT/ATTRIBUTES
- from the side bar menu. Select one of the box objects in the scene.
- The attributes dialog appears setup simular to Figure X.X.
-
- Figure
- Object attributes dialog box.
-
- The XXXX AXP process appears in the External Process Name
- selection box. By clicking on the settings box in External
- Process section you can bring up the settings dialog for the
- XXXX process. Figure X.X shows the dialog settings box from
- the XXXX process.
-
- Figure
- XXXX settings dialog.
-
- The settings dialog box for the XXXX process has several
- options for controlling the creation of the animated effect.
-
- <?>
-
- The Seed control sets the random number generator. If the Seed
- number is set to zero then the seed number will be randomly
- selected. A zero setting will create a different effect
- for every frame. You can change the whole scene by
- changing the seed number.
-
- When you have finished with XXXX settings dialog select OK
- or CANCEL to return to the Object Attributes dialog. From the
- Object Attributes dialog you can also Save the XXXX settings.
- Saving the settings will allow you to transfer the current
- settings to another object using the XXXX process. To save
- the settings select SAVE from the External Process section and
- type a name to save the setting to. To load previously saved
- settings you select LOAD from the External Process section and
- select the name of saved settings.
-
- To do test renderings of your scene without the XXXX process
- you can select OFF from the External Process section. The OFF
- selection will cause the box object to be rendered in the scene
- without any effect created. The OFF selection will allow all the
- current settings for the XXXX process to be retained. The ON
- selection will turn the XXXX process back on.
-
- When you have finished with the Object Attributes dialog select
- OK or CANCEL from the dialog.
-
-
-
- Adding XXXX effect to your scene.
-
- It is very easy for you to add XXXX effect to a scene. A new box
- object needs to be created. Change to the 3D Editor by pressing
- F3 or selecting the 3D Editor from the program pull down.
-
- Create a new box object by selecting CREATE/BOX from the side bar
- menu. Select the TOP view for creating the box. Create the new
- box object in the scene. Give the new box the object name of
- XXXXX and click on CREATE. If you create the new box object in
- another view then the effect may be rotated so that they
- will not be created follow the listed axis.
-
- *** Begin Note ***
-
- The TOP view should always be used for creating an object to use
- with an AXP process. The coordinate axis for the object is
- created based on the view the object was created in. When the
- AXP process retrieves the vertex coordinates for object they are
- given in object space. The AXP process does not know how the
- object coordinates relate to the rest of the model. Creating an
- object in a different view will cause the object axis to be
- rotated releative to the model axis.
-
- *** End Note ***
-
- Now that you have created a new box object you need to apply
- a material. The XXXX process will retrieve this material
- from the box object and apply it to the effect objects that
- are created. Select SURFACE/MATERIAL.../ACQUIRE and select one of
- the existing boxes in the scene. A material selection dialog
- appears with material currently applied to the selected object.
- Figure X.X shows the materials selection dialog box.
-
- Figure
- Material selection dialog box.
-
- Select an Imagine FX material and select OK to close the dialog.
- This makse the selected material the current material. Select
- SURFACE/MATERIAL.../ASSIGN/OBJECT and select the newly created
- box. Click on OK to apply the selected material.
-
- The XXXX process uses texture coordinates to apply the
- correct colors to different parts of the effect. For the
- effect to render correctly texture coordinates must be applied
- the box object. Select SURFACE/MAPPING.../APPLY OBJ. and select
- the newly created box object. Click on OK to apply the mapping
- coordinates to the newly created box. The current settings for
- the mapping coordinates do not make a difference.
-
- *** Begin Note ***
-
- If the AXP process requires texture coordinates then the orginal
- object in the scene needs to have texture coordinates. The type
- and scale of the texture coordinate mapping determines the
- values used on each vertex. If the AXP uses the orginal object
- only as a bounding box and creates new vertices then the value
- of the orginal texture coordinates makes no difference.
-
- *** End Note ***
-
- The XXXX AXP external process needs to be applied to the newly
- created box. Select MODIFY/OBJECT.../ATTRIBUTES from the side bar
- menu and select the box object. The Object Attributes dialog box
- appears the same as in the Keyframer. Select the External
- Process Name box and the AXP selector appears. Select the XXXX
- process from the list. Click on OK to return to the Object
- Attributes dialog. You may now change the XXXX settings by
- clicking on the setting box. Click on OK when finished with the
- settings. Click on OK when finished with the Object Attributes
- dialog box.
-
- You are now ready to render your scene with the newly added
- effects. Select RENDERER/RENDER VIEW from the side bar menu.
- Select the USER view to render. Setup the rendering parameters
- and select RENDER to begin rendering. The AXP external process
- adds alot of power and flexability to your animation toolkit.
-