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- ########################################################################
- # #
- # Dust's SMOOTH-Operator - a new dimension of polygon-rendering #
- # #
- ########################################################################
-
- CONTENTS
- 1. Introduction
- 2. A smooth-operator
- 3. Usage of Dust2.2's smooth-commands
- 4. Additional notes
- 5. Author
-
- 1. Introduction
- --------------------------------------------------------------------
- This manual is written to give you an overview about Dust's
- powerfull smooth-operator. Because I wrote this text while
- rendering the supplied frames I inserted a FAQ-like section
- which desribes and solves all problems I got.
- The objects are taken from various PD-archieves and are very
- different. This was important to get a real overview.
-
-
-
-
-
- Polygon-renderers (such as Imagine or Lightwave) use phong-shading
- to create an illusion of a smooth object-surface. This is very
- fast and memory-friendly way. But often if you render organic or other
- smooth structures you can see the ugly edges which where not
- interpolated.
-
- Mesh-renderers (such as Real3D) use spline-curves to build the
- complete object - there are no edges or triangles.
- But I think that this way is too slow and requires too much memory
- to be efficient.
-
- Therefore I searched for a compromise.
-
- 2. A smooth-operator
- --------------------------------------------------------------------
-
- History:
- A friend who bought Real3D 3.0 let me render some scenes.
- The results where pretty - but I had to wait upto one hour
- for every frame on a A4000.
- After converting the meshes using my "mesh2tddd" I rendered
- the whole scene in about 3 hours using Imagine (60 frames).
- The results where not as good as Real3D's - but good enough.
-
- Idea:
- What about interpolating the edges using splines
- and rendering the objects using Phong-shading ?
-
- Result:
- The results are pretty ! Now you can render your old
- polygon-objects in a higher quality. Because the faces
- become splitted you will need some more memory and
- some more time (That's clear.)
- One more advantage is the fact that you have to smooth
- the object using Dust ONCE.
-
- 3. Usage of Dust2.2's smooth-commands
- --------------------------------------------------------------------
-
- At first you need Dust2.2, a registered version is recommended
- because of the 72-face-limit of the demo-version.
-
- In the best case you load your object, smooth it by typing
- "smooth" and save it. But there can occur some problems:
- (suppose your object is loaded into layer 1)
-
- -after "smooth(1)": the boundary zone is distorted
- Try it again with the "noHalveSegs"-option: "smooth(1,nohalvesegs)"
-
- -after "smooth(1,nohalvesegs)": the boundary zone is distorted
- Try it again with the "smoothinner"-operator which
- doesn't change the boundary-zone: "smoothinner(1)"
-
- -after "smooth(1)" or "smoothinner(1)": there are some
- parts which are distorted (This can happen if you joined
- some different objects):
- a) use the "smoothsg"-operator which only smooths the
- specified subgroup (if there is one)
- b) split your object and use the "smoothinner"-operator
- on the parts, join the smoothed parts, merge the result
-
- -Dust aborts with a "too much faces"-error. There is limit
- of 8192 faces because Imagine has a limit of 32767 faces:
- Try to split your object into components, group them later
-
- -You get some distorted faces after trying all options mentioned
- bellow
- Set the parameter MAXANGLE to a smaller value. MAXANGLE specifies
- the largest angle between two neighbour-edges which are taken
- to build a spline-curve. If the angle between the edges is too high
- the points will be interpolated linear or using one-side-segments.
-
- Note: Maybe it would be faster for you to drag the errorous
- points by hand. This is done in Imagine's perspective-editor
- in about one minute.
-
- 4. Addional notes
- --------------------------------------------------------------------
-
- 1. This is an important note: This manual is NOT intended to
- be a campain against Real3D. Real3D is a very nice piece
- of software (shrink-wrapping, boolean operators, CSG,
- physical effects, ONLINE-MANUAL FOR PROGRAMMERS !, ...)
- But I think we "who growed up with polygons" can't
- change our "philosophy". You must start with Real3D
- and can't "upgrade" from Imagine. (This is only my personal
- opinion.)
-
- 2. The supplied examples are structured in the following way:
- every drawer contains the source-object, the Dust-script
- creating the smooth object, and a picture comparing
- the two objects.
- I used the same scene to render both objects.
- All frames where rendered using Imagine3.1 in about 1 minute
- at only 40 Mhz.
-
- Note: 1. Some of the more complicated objects may have some small
- errors (distorted faces). Normally I would drag the
- points to correct them (1 minute-job). But I wanted
- to render all objects in an unchanged state to demonstrate
- the features of the smooth-operator.
- 2. The results are pretty, aren't they ?
- 3. All icons are NewIcons, of course.
-
- 5. The author
- --------------------------------------------------------------------
-
- To get registered for Dust2.2 send ($25/25DM and your EMail-address)
- or ($30/30) to:
-
- Andreas Maschke
- Zenkerstraße 5
- 06108 Halle/Saale
- Germany
-
- Phone: ++49 (0)345/5170331
- EMail: epgbc@cluster1.urz.Uni-Halle.DE
-
-
- You can find Dust2.2 in the Aminet now.
-
- Note: If I get lots of response I will try to make the
- smooth-operator faster.
-
-
- 25 August 1995
-