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- IMAGINE archive: collected off of imagine@ATHENA.MIT.EDU
-
- ARCHIVE I
- Feb 1 '91 - Feb 26 '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: Re: metal attributes by M. Halvorsen
- Date: Fri, 1 Feb 91 12:52:19 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Feb 1, 3:18pm, Mark Thompson wrote:
- } Subject: Re: metal attributes by M. Halvorsen
- }
- } > Yes, but don't metal objects have shiny "hotspots" that sparkel white
- } > highlights? If you make hardness 255 and specular all white, won't you
- } > have tiny sparkels? I agree on the plastic look, but I read that if you
- } > use less dithering you may reduce the "plastic look."
- } > --Ed Chadez
- }
- } The hot spot (specular reflection) of a metalic object will be the color
- } of the material. Take a look at a shiny brass, copper, or gold object
- } under a white light and you will notice that the highlight is not white
- } but colored bright yellow (varies color with each of thye mentioned
- } materials). Plastic on the other hand has a distinct white highlight.
- } Ofcourse so does chrome which is because it is a white metal (with a blue
- } tinge). Dithering should have little to do with it except to randomize
- } the coloring which might be useful to simulate a metalic flek paint
- } finish like on a car.
- }
- }-- End of excerpt from Mark Thompson
-
- Yes, you're right. Had I read your original letter more closely, I would
- have seen that you do brighten the specular to a color __CLOSER__ to white,
- but not all the way to 255 on all guns. That must have been why my metal
- objects still look like plastic mirrors.
-
- And on the note of dithering. Can you eleborate a little more? I haven't
- had much success with it as a useful tool.
-
- Thanks for the information!
-
- --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: Wdb2 and Imagine questions
- Date: 1 Feb 91 11:05:19 MET (Fri)
- From: her@compel.dk (Helge Egelund Rasmussen)
-
- John J. Rosner <dkuug!europa.asd.contel.com!rosner> wrote:
- >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.
-
- I don't know anything about the file on abcfd20, but the database normally
- called "the world database" is a 'flat' map of the world containing coast
- lines etc. in great detail. This map doesn't contain any height information,
- so it would be of dubious value in Vista/Imagine.
-
- Now for the questions:
- What is the difference between Vista and Vista-Pro??
-
- I still have problems with the snapshot command in the stage editor; it doesn't
- do anything at all when I use it. Anyone know how to use it?
-
- Is it possible to get an iff-brush to repeat itself over an object the way it
- is possible to do in Dpaint? This would be nice for tile textures etc.
-
- And finally a 'hint':
- It is possible to create mirror images of objects and cycles by setting the
- size values in the action editor to negative values!
-
- 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: Re: Corrupt Imagine1.0: A Status Report.
- Date: Thu, 31 Jan 1991 20:26:45 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- sutherla@qtp.ufl.edu writes:
-
- [stuff deleted]
- >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!
-
- That happened to me about 10times in the beginning under 1.3. I just
- re-rendered and it would work next time. Then it stopped happening all
- together. (kind of like that new 1950 monitor that jitters away and then
- 3 days later it stops...will it come back??)
-
- >AAAAAAAAARRRRRRRRRGGGGGGGGGHHHHHHHHHH!!!!
- Ya,eh!
-
- >sure it is okay. Unless someone out there has another suggestion, I am
- >going to send the disk back to Impulse.
-
- Phone them first.
-
-
- >Thanks again for all your help.
-
- >Scott Sutherland
- >sutherla@qtp.ufl.edu
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Re: metal attributes by M. Halvorsen
- Date: Fri, 01 Feb 91 09:11:23 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > 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.
- ^^^^^^^^^^^^^^^
- I resemble that remark. :-)
-
- > 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.
-
- As I had mentioned before, for metals, it is best to make your specular
- color close to your surface color. 255 on all guns will yield the
- characteristic "plastic look" that standard Phong shading is known for.
- The reflectivity helps but it still doesn't look like metal. For this
- case, specular R = 255, G = 255, B = 160 should yield more realistic
- results. This is based on the actual behavior and physical properties
- of metalic materials.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Corrupt Imagine1.0: A Status Report.
- Date: Fri, 1 Feb 91 07:22:30 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Jan 31, 8:26pm, Stephen Menzies wrote:
- } Subject: Re: Corrupt Imagine1.0: A Status Report.
- }
- } sutherla@qtp.ufl.edu writes:
- }
- } [stuff deleted]
- } >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!
- }
- } That happened to me about 10times in the beginning under 1.3. I just
- } re-rendered and it would work next time. Then it stopped happening all
- } together. (kind of like that new 1950 monitor that jitters away and then
- } 3 days later it stops...will it come back??)
- }
- } >Scott Sutherland
- } >sutherla@qtp.ufl.edu
- } --
- } Stephen Menzies
- } Email: S.Menzies@CAM.ORG
- }
- }-- End of excerpt from Stephen Menzies
-
- Funny you should mention that.... My version 1.0 would guru many many times
- when I first started using it. It wouldn't even render rgbn stills (it
- would only do ilbm). Then, all of a sudden, everything started working.
- It was if Imagine wasn't used to my machine yet, and it had to mend itself.
- I know that sounds strange, and I did reconfigure a few things in my
- startup (for a while it wouldn't run under anything but WorkBench), but now
- it's working okay.
-
- who knows?
-
- --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: Re: metal attributes by M. Halvorsen
- Date: Fri, 1 Feb 91 07:28:37 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Feb 1, 9:11am, Mark Thompson wrote:
- } Subject: Re: metal attributes by M. Halvorsen
- }
- } > It seems that after all this time the message on how to make Chrome, Gold
- } > Silver, Brass and other attributes that have a real world quality, has gone
- } > either unoticed or we have done a poor job of telling you how.
- } ^^^^^^^^^^^^^^^
- } I resemble that remark. :-)
- }
- } > 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.
- }
- } As I had mentioned before, for metals, it is best to make your specular
- } color close to your surface color. 255 on all guns will yield the
- } characteristic "plastic look" that standard Phong shading is known for.
- } The reflectivity helps but it still doesn't look like metal. For this
- } case, specular R = 255, G = 255, B = 160 should yield more realistic
- } results. This is based on the actual behavior and physical properties
- } of metalic materials.
- }
- }-- End of excerpt from Mark Thompson
-
- Yes, but don't metal objects have shiny "hotspots" that sparkel white
- highlights? If you make hardness 255 and specular all white, won't you
- have tiny sparkels? I agree on the plastic look, but I read that if you
- use less dithering you may reduce the "plastic look."
-
- I haven't played whith this yet, so I may be way off here.
-
- --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: Re: Wdb2 and Imagine questions
- Date: Sat, 2 Feb 1991 07:06:44 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- her@compel.dk (Helge Egelund Rasmussen) writes:
-
- >I still have problems with the snapshot command in the stage editor; it doesn't
- >do anything at all when I use it. Anyone know how to use it?
-
- I have only found one way "snapshot" works in the stage editor. It allows
- you to save a "cycled object" in any of positions (same as in the cycle
- editor).
-
- >Is it possible to get an iff-brush to repeat itself over an object the way it
- >is possible to do in Dpaint? This would be nice for tile textures etc.
-
- Not really. You could apply upto 4 copies of the brush in attributes but
- the best way would be to make the repeating brush in DPaint first. I think
- the ground plane still offers repeating brushes though (like TS did).
-
- >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
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Re: Imagine TurboSilver
- Date: Sat, 2 Feb 91 08:55:45 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Feb 2, 1:32am, david r watters wrote:
- } Subject: Imagine TurboSilver
- }
- }
- } No matter how much people complain, I still have no problem doing wonderful
- } things with these two programs!
- }
- } Hope this gets me on the mailing list! :-)
- }
- } David
- } watters@cis.ohio-state.edu
- }
- }-- End of excerpt from david r watters
-
-
- David is right. I know there are several little things we all wish
- Imagine did, or outlined clearer in the instructions, but compared to
- comparable products such as sculpt4d, Imagine is out in front. I guess it
- comes down to where you want your money to go--into a 1,000 page manual
- with a video tape, or into the actual product itself.
-
- Dave, thanks for reminding me why I own TS and Imagine and not the other
- rendering software. It has nothing to do with the manual or the frills
- that come with it.
-
- --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: snapshot
- Date: Sun, 3 Feb 91 07:27:15 -0800
- From: echadez@carl.org (Ed Chadez)
-
- Greetings!
-
- This morning I found out what snapshot is used for, and since there have
- been several questions posted, and a couple of answers that didn't jive, I
- thought I owed it to the Group to let them in on what I found.
-
- >From the stage editor, assume you have an object that has the effect of
- explode. Goto the last frame of the animation (again, assuming that this
- is a x-frame length animation where explode runs from frame 1 to frame x).
-
- You will see the object is in pieces according to your description of
- explode. Select the object (eg, place the cross-hairs over the object's
- axis origin and click). Select snapshot. You will then be presented with
- a file requestor for an object file. Type in object's_name.exploded.
-
- Now go into detail editor and load object's_name.exploded. You will then
- load the "exploded" version of the object.
-
- Immeaditly, this will server me with one good use--using f/x to modify an
- object and then saving the object frame by frame and loading it into TS
- for faster rendering. But I realize that not many out there need that
- sort of flexability. Naturally, I drug your through the f/x example as
- immeadite way of showing you what snapshot did. It will save any object
- in any frame. This may be needed if you morph one object to another and
- want to save what it looks like in, say, frame 5 out of a 10 frame
- animation. I can see that snapshot is a great tool, but its usefulness
- right now escapes me (with the exception of my TS use).
-
- PLEASE try this, and let me+the Group know what you've found. If you're
- using another rendering package and have the abality to interchange
- objects, you could use snapshot to utilize Imagine's f/x stuff and
- morphing in your own paint package!
-
- --Ed Chadez
-
- ps-any new word on Imagine 2.0? I'm still holding my breath.
-
- --
- ------------------------------ 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: MAJOR Cycle Editor Problems: HELP!!
- Date: Sun, 3 Feb 91 17:27:05 EST
- From: sutherla@qtp.ufl.edu
-
- I am working on an animation in which I plan to make EXTENSIVE use
- of the Cycle editor, but my first attempts have led to frustration (of course
- the manual was of no help ;^). I have created a biped figure using over
- 29 parts (various joints, limbs, and other body parts) using SKIN, SPIN, and
- other tools in the Detail Editor. I have opted to keep each part separate for
- maximum flexibility in movement and to have control over the fine details of
- the TEXTURE of each part. I have ALL of the parts in PERFECT proportion in
- the DETAIL Editor and I have rendered the entire object. It looks EXACTLY
- the way I want it to. Now, I decided to put this object, one piece at a time,
- into the CYCLE editor to make a cycle object out of my biped. This is where the
- trouble starts. My FIRST attempt was to add the individual diamonds that make
- up the pieces of a cycle object in proportion to the part of my character that
- will be assigned to them. Therefore the head was 3 units, the neck 1.5 units,
- the torso 4 units, and so on. I also wanted the central axis of the cycle
- object to be located at approximately the waist.
-
- I added all the 29 pieces in proper proportions to the cycle object and
- then assigned each its appropriate piece. DISASTER. ALL the pieces that
- were above the waist were upside down (Apparently it makes a difference which
- way you drag a diamond to add it to the work surface. This was easy enough
- to fix (I just had to CONCEDE the point of putting the main axis at the waist
- and move it to the head, but I can live with that). My MAIN problem was that
- the relative sizes of the assigned objects in the Perspective window of the
- cycle editor did not match the relative sizes of the diamonds that made up
- the object. Just as an example, I made the HEAD 3 units (grid set to 20)
- tall and the UPPER LEG 4 Units long (since the upper leg of my biped is ~
- 4/3 the height of the head). Well, when I assigned the objects to their
- respective diamonds, the head was 10 times larger than the upper leg. In order
- to make the head proportionally correct in the perspective window of the
- cycle editor, I had to make it 1/3 of a unit tall. While this makes the
- perspective view work, the DIAMOND stick figure looks all out of proportion,
- and it is this stick figure that I have to maneuver to make animations.
-
- I also found out that the orientation of the axis (with respect to the world
- axes) for each object to be assigned is critical. Some of the objects I
- assigned to diamonds in the cycle editor were not oriented correctly, so I
- went back to the detail editor and set their axes to be aligned with the world
- axes.
-
- The FINAL problem (so far) that I encountered was the relative positions
- of objects within my figure. I had the objects (in the detail editor) set
- up so that they were physically oriented correctly (the waist and the pelvis
- overlap slightly, so that the pelvis can appear to pivot about the waist).
- When I loaded these objects into the cycle editor, they no longer were touching.
-
-
- My conclusions from all of this are that 1) the orientation of the axis of an
- object to be assigned to part of a cycle object is critical, 2) the relative
- positions of the axes of two objects that are to be next to one another in
- a cycle object is important, and 3) apparently the size of an object as it is
- saved interacts with the "auto-scaling" feature mentioned in the reference
- manual (P. 46-7: Imagine auto-scales the object according to the size of
- the segment (diamond)).
-
-
- I tried to solve some of these problems by moving axes around (this DID work
- to some extent but appears to be much trial and error). I also thought that,
- if the auto-scale interacts with the actual object size, then, since all of
- my object sizes are already correct, I could make my figure out of segments
- that were all of the same size and everything would be okay. NO DICE.
-
-
-
- Can anyone offer some sound advice as to how I can put my 29 piece biped into
- a cycle object and avoid all this hassle? I noticed that the example in the
- Tutorial manual uses the same physical object for all its pieces. In this
- case, a segment twice as large as another will cause the assigned object to be
- twice as large (they used a VERY simple example), but I cannot seem to get this
- to work for me. I even tried to go the the detail editor and scale the head
- down to be the same size as the pelvis (and I scaled the upper leg as well)
- and then use different sized segments, but this did NOT work. Any help would
- be appreciated. I'd hate to have the many hours I put into my biped go
- to waste.
-
-
- BTW, I did find out (the HARD way) that you cannot assign a SPHERE (the non-
- primative one) to a cycle object segment.
-
-
-
- Thanks
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Re: MAJOR Cycle Editor Problems: HELP!!
- Date: 4 Feb 91 12:03:19 MET (Mon)
- From: her@compel.dk (Helge Egelund Rasmussen)
-
- Scott Sutherland (sutherla@qtp.ufl.edu) wrote:
-
- > I am working on an animation in which I plan to make EXTENSIVE use
- >of the Cycle editor, but my first attempts have led to frustration (of course
- >the manual was of no help ;^).
- [And a lot more about cycle editor problems...]
-
- A very good but undocumented feature in the cycle editor is that it is
- possible to load detail editor objects into it.
-
- Group your objects together in the detail editor and save it.
- Then enter the cycle editor and load this object and - hey presto - you have
- a cycle object in the right proportions and all!!
- This is MUCH more easy than creating the cycle directly in the cycle editor!!!
-
- It is important to group the objects together in the right order, and the
- placements of the axis in the different subobjects has to be right too.
- A little experimentation should make this clear.
-
- I've posted some hints on how to do this a few weeks ago, I could repost it
- (or mail it to you) if you are 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: Re: snapshot
- Date: Mon, 4 Feb 1991 10:45:37 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- echadez@carl.org (Ed Chadez) writes:
-
- >Greetings!
-
- >This morning I found out what snapshot is used for, and since there have
- >been several questions posted, and a couple of answers that didn't jive, I
- >thought I owed it to the Group to let them in on what I found.
-
- I had one of those answers that didn't jive and i'm glad you
- pointed it out. I just went back (after your message) and gave it a
- try again. Well, it worked but oddly enough, after selecting the object
- I had to pick "snapshot" several times before I got the requester (once
- 6 times!). Hence the reason I once said it worked on "morphed" objects,
- then replied again with a retraction claiming it worked only on cycled
- objects. (Funny, this is the only menu item that doesn't *pop* for me).
- Thanks again.
-
- >--Ed Chadez
-
-
- >--
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Re: MAJOR Cycle Editor Problems: HELP!!
- Date: Mon, 4 Feb 91 13:35:25 EST
- From: sutherla@qtp.ufl.edu
-
- Helge E. Rasmussen writes:
-
- >Group your objects together in the detail editor and save it.
- >Then enter the cycle editor and load this object and - hey presto - you have
- >a cycle object in the right proportions and all!!
- >This is MUCH more easy than creating the cycle directly in the cycle editor!!!
-
- Thanks for the suggestion!!
-
- One quick question. If I use your suggestion to load a Grouped set of objects
- from the detail editor into the cycle editor, can I manipulate the individual
- objects in the group, or do they all get assigned to the same diamond segment?
- In other words, let's say I have a leg made up of 6 pieces (upper leg joint,
- upper leg, knee, lower leg, ankle, and foot). If I group these into the
- detail editor and load them into the cycle editor, can I bend the leg at the
- knee? This is crucial to my animation. BTW, I FINALLY figured out how to
- alleviate my problem (much trial and error and I still do not know EXACTLY what
- is going on). Apparently the cycle editor looks at the AXIS lengths of an
- object assigned to a segment to determine how "big" it is (of course it is
- also proportional to the segment size). So, for example, if I have an upper
- leg segment and a knee segment in the cycle editor, with the upper leg's axis
- at its top and the knee's axis at its center, (let the leg be, say 100 units
- tall and the knee be 10 units in radius (a sphere), an the segments are at
- 20 unit boundaries, then the knee will be located 20 units PLUS 10 units (it's
- SIZE) below the bottom of the knee's axis (in other words, INSIDE the upper
- leg). Well, there's more to it than that, but you get the idea.
-
- I corrected most of my problems by simply going into the detail editor and
- making my axes lengths for each object the same SIZE as the bounding box you
- see in the SCALE command. Then, when I create a cycle object, the upper leg
- segment can be made 4-5 times the size of the knee segment, and the proportions
- in the PERSPECTIVE view are also correct. This is what I wanted. I wanted
- the segmented (diamonds) cycle object to "look" like my final biped (i.e. the
- head segment is larger than the neck, and the wrists and ankles are the
- smallest). Thus, when I go to create the key frames of a cycle, I can look
- at the cycle object and it looks proportionally correct. I also wanted it to
- look proportionally correct in the Perspective window. By changing the axes
- sizes, I can do all of this. And I can solve my final problems (having knees
- inside of leg parts) by judicious placement of the axes within each object.
-
- It should take me ~1-2 hours to get it just right, and then I ANIMATE. I AM
- STILL very interested in this "loading detail editor grouped objects into
- the cycle editor" idea, so please send me more info when you have the time.
-
-
- Thanks,
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: DCTV
- Date: Mon, 04 Feb 91 15:07:40 -0500
- From: denbeste@ursa-major.spdcc.com
-
- I just went and bought a DCTV at our local very good Amiga store, and I'm
- not sorry I did it. The editor that comes with it is very mature in the sense
- of not crashing and having lots of features - which is quite surprising in
- the very first release.
-
- DCTV is a hardware module which sits between the RGB plug of the Amiga and of
- the terminal. Under normal circumstances it is just a pass-through. But if the
- topmost raster of the display has a key-pattern present, it turns on and
- uses the output of hires output to encode NTSC color, which is then decoded
- by the DCTV module. It generates composite video output, and it really looks
- fine. It truly has 24-bit color output capability.
-
- It also works just fine with Imagine. If you generate an ILBM-24 image,
- it can be loaded directly into the DCTV Paint program, which will convert it
- to DCTV format. (You can do the same with ILBM-12, but it is pretty pointless.)
- Displayed in this way, the image is much nicer looking than anything which
- can be seen with any of the standard Amiga RGB display modes. Particularly,
- there aren't any contours on shaded objects, just nice clean fades from dark to
- light. There also aren't any dither artifacts - DCTV doesn't need to dither.
-
- The only difficulty is the price: Counting sales tax, mine set me back over
- $600 (yowch!).
-
- If you've got DPAINT-III, you can even take multiple frames generated by
- Imagine, feed them through DCTV-Paint for format conversion, then generate
- a standard ANIM file which can be displayed with "play" - a player program
- which comes on the DPAINT-III release disk. Of course, for full-screen (even
- in non-interlace) animations, the frame-rate isn't damned high - maybe 2 frames
- a second if you're lucky if you've got a stock Amiga, as I have. I'd be
- really interested in knowing how much faster it is when running on one of the
- massive accelerator boards some of you guys have.
-
- All in all a nice device, especially considering that it also has a
- built-in digitizer which I've been using to digitize pictures from a laser-disc
- player.
-
- Anyone else got one? Any hints or secrets yet? I'm still doing some
- experimenting to see whether we should use unusual height/width/aspect-ratio
- values when generating an ILBM-24 specifically for DCTV, or whether it isn't
- necessary. (Right now, I'm leaning toward the latter.)
-
- ##
-
- Subject: Re: List
- Date: Mon, 4 Feb 91 12:17:11 -0800
- From: echadez@carl.org (Ed Chadez)
-
- My Mail Deamon was down. I rebooted my machine and I'm finally getting my
- mail now. Thanks!
- --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: Wdb2 and Imagine questions
- Date: Mon, 4 Feb 91 12:39:33 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Feb 2, 7:06am, Stephen Menzies wrote:
- } Subject: Re: Wdb2 and Imagine questions
- }
- } >Is it possible to get an iff-brush to repeat itself over an object the way it
- } >is possible to do in Dpaint? This would be nice for tile textures etc.
- }
- } Not really. You could apply upto 4 copies of the brush in attributes but
- } the best way would be to make the repeating brush in DPaint first. I think
- } the ground plane still offers repeating brushes though (like TS did).
- }
- } Stephen Menzies
- } Email: S.Menzies@CAM.ORG
- }
- }-- End of excerpt from Stephen Menzies
-
- Could you tell me how you got a brush to repeat itself on a ground. I
- don't recall reading this in the TS manual.
-
-
- --
- ------------------------------ 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: snapshot
- Date: Mon, 4 Feb 91 12:58:00 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Feb 4, 10:45am, Stephen Menzies wrote:
- } Subject: Re: snapshot
- }
- } I had one of those answers that didn't jive and i'm glad you
- } pointed it out. I just went back (after your message) and gave it a
- } try again. Well, it worked but oddly enough, after selecting the object
- } I had to pick "snapshot" several times before I got the requester (once
- } 6 times!). Hence the reason I once said it worked on "morphed" objects,
- } then replied again with a retraction claiming it worked only on cycled
- } objects. (Funny, this is the only menu item that doesn't *pop* for me).
- } Thanks again.
- }
- } Stephen Menzies
- } Email: S.Menzies@CAM.ORG
- }
- }-- End of excerpt from Stephen Menzies
-
- I've noticed something very strange among the Imagine Users, and it looks
- like you've noticed it too. It appears that Imagine doesn't work the same
- way for everybody across the board. Your problem above is just an example,
- another user could never get his escape key to cancel viewing a picture,
- someone else could never get Imagine installed under 2.0. Do you think
- that these issues point to problems in the actual creation of the software,
- or in descrepancies (SP?) in the process that copied the original object
- code to disk?
-
- I've had problems with Imagine, but until recently, thought they were
- isolated to my own system. But now I'm begenning to wonder. The menu
- mentioned above works fine for me.
-
-
- --
- ------------------------------ 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: DCTV
- Date: Mon, 4 Feb 91 18:32:34 -0500
- From: david r watters <watters@cis.ohio-state.edu>
-
- The great thing about DCTV and imagine is that you do NOT have to mess with
- Dpaint which is the buggiest piece-o-crap.
- What you do is render your imagine images, say 40 of them, in ILBM24. You
- then use DCTV to convert that mass of images into DCTV "Display" format an{
- write these back to where the Imagine images were.
- Now midify the rendering subproject so the images are supposed to be
- IFF. Then select the 40 cells and chose "import" so imagine things all the
- images are being imported. No uses imagine to compress an Anim5 animation
- or even an Imagine animation and when played back DCTV will display an
- NTSC animation at 30fps!!!! (assuming your machine is fast enough)
-
-
- DCTV can be found for $39w39 $399 and I think it is worth it unless
- you have a rich partner to spend the dough on SP decks and transport controllers
- ! :-)
-
- Dave
- watters@cis.ohio-state.edu
-
- ##
-
- Subject: inconsistent performance
- Date: Mon, 04 Feb 91 22:32:27 -0500
- From: denbeste@ursa-major.spdcc.com
-
- > }
- > } I had one of those answers that didn't jive and i'm glad you
- > } pointed it out. I just went back (after your message) and gave it a
- > } try again. Well, it worked but oddly enough, after selecting the object
- > } I had to pick "snapshot" several times before I got the requester (once
- > } 6 times!). Hence the reason I once said it worked on "morphed" objects,
- > } then replied again with a retraction claiming it worked only on cycled
- > } objects. (Funny, this is the only menu item that doesn't *pop* for me).
- > } Thanks again.
- > }
- > } Stephen Menzies
- > } Email: S.Menzies@CAM.ORG
- > }
- > }-- End of excerpt from Stephen Menzies
- >
- > I've noticed something very strange among the Imagine Users, and it looks
- > like you've noticed it too. It appears that Imagine doesn't work the same
- > way for everybody across the board. Your problem above is just an example,
- > another user could never get his escape key to cancel viewing a picture,
- > someone else could never get Imagine installed under 2.0. Do you think
- > that these issues point to problems in the actual creation of the software,
- > or in descrepancies (SP?) in the process that copied the original object
- > code to disk?
- >
-
- As a software developer, may I venture a different explanation? It is often
- the case with a fancy package such as this one that there are subtle
- dependencies which affect the way some features work. New users may not be
- aware of these dependencies.
-
- Suppose that feature A has a non-obvious dependency on switch B. User 44 uses
- feature A with switch B "on" and feature A works. User 47 uses feature A with
- switch B "off", and feature A doesn't work. User 47 asks user 44 how 44 made it
- work, and 44 describes what he did. 47 also describes what HE did, and it seems
- to be the same. But since neither 44 nor 47 know that switch B is important,
- neither of them include it in their description of what they did.
-
- Therefore, it will seem as if they both did the same thing but got different
- results, whereas in reality they did DIFFERENT things to get their different
- results.
-
- Of course, sometimes the dependency is a bug, but just as often it is what the
- FAA refers to as a "cockpit error"...
-
-
- ##
-
- Subject:
- Date: Mon, 04 Feb 91 22:47:59 -0500
- From: denbeste@ursa-major.spdcc.com
-
- # > (Imagine) ... generates composite video output, and it really looks
- # > fine. It truly has 24-bit color output capability.
- #
- # Actually it does not. It uses compression to give you the false impression
- # that it can output 24bit color. In fact, it cannot! The ColorBurst, Toaster,
- # and Firecracker are all examples of true 24bit color.
- #
- # > light. There also aren't any dither artifacts - DCTV doesn't need to dither.
- #
- # In fact, I read somewhere that DCTV does infact use dithering to accomplish
- # its 24 bit appearance, it just isn't as noticeable as in standard Amiga
- # displays.
-
- Well, not really. DCTV's paint program uses RGB for internal uses, but the DCTV
- hardware itself is fundamentally analog. Instead of dealing with RGB, it uses
- luma/chroma.
-
- I've taken a good hard look at their storage format, and it is really
- surprising: They're using 640*(200 or 400)*(3 or 4 bitplanes); the color
- palette is REALLY surprising: With 3 bitplanes, the R value is always 7, while
- G and B give you all permuntations of G=7 or 8 and B=6, 7, 8 or 9.
-
- With 4 bitplanes, they permute the R value as either 7 or 8.
-
- I don't think they're doing dithering, what I think they're doing is slewing:
- I think that the B value is used to represent up-or-down incremental changes to
- the previous luma value, and instead of an instaneous change the DCTV hardware
- changes gradually; likewise I think that the G (in 3 bitplane) or R/G (in 4
- bitplane) represent incremental changes in the chroma. (In most pictures, the
- luma contains far more information and changes far more rapidly than the chroma
- does. NTSC encodes the chroma as a relatively narrow-bandwidth subcarrier on
- the baseband luma video signal.)
-
- If in fact they are slewing (and that's what it looks like on the screen - if
- you haven't seen it, you ought to) then they truly DO have the ability to
- represent far more than 4096 color values. What you have is the electronic
- equivalent of smearing the colors together. There isn't any obvious dithering
- at all.
-
- I'm afraid this is wandering rather wide of the subject of "Imagine". I'll try
- the import-stunt and see if Imagine-anim format is faster. However, I don't
- hold out much hope: Because of the way they're encoding things, compression is
- useless. Two fields which look very similiar in DCTV really are radically
- different in practice - at least for things captures from the laserdisk.
- For things coming from Imagine itself, they probably are very equivalent.
-
- I'll let you know.
-
-
- ##
-
- Subject: Cycle editor hints
- Date: 5 Feb 91 10:24:07 MET (Tue)
- From: her@compel.dk (Helge Egelund Rasmussen)
-
- A lot of people seems to have missed the trick about loading detail editor
- objects into the cycle editor, so I'll repeat my earlier message about this
- subject:
-
- It is possible to circumvent all the problems connected with the proper
- setup of a new cycle editor object; this is done by creating the full object
- in the detail editor, and then load this object into the cycle editor.
-
- If the object is a grouped object consisting of subobjects, each subobject
- will be assigned to its own segment.
-
- It is much more easy to place the subobjects at the correct positions in
- the detail editor. When you load the object into the cycle editor,
- the only editing commands that you'll need to use is 'pivot' and 'twist'.
- The move command will only be used to move the full object.
-
- Here is some 'hints':
-
- - You should NOT group alle the objects together in one go. Instead you must
- group the objects together in a lot of steps. Here is an example:
- You want to create part of a human object consisting of the following objects:
- a hand,
- a arm,
- a shoulder,
- a body
- After placing the objects at the correct locations in the detail editor
- you should create the following groupings:
- Group the arm to the hand (arm is the 'parent' object)
- Group the shoulder to the arm (shoulder is the 'parent' object)
- Group the body to the shoulder.
- If the shoulder is part of the body object, you should use an axis as the
- shoulder. Otherwise the arm would pivot around the body!
-
-
- - Be sure to place the object so that it is facing in the positive Y direction.
- The stage editor expects this direction, and if you want the object to follow
- a path, then the object WILL move in the positive y direction.
-
- - Place the axis for a object where you want a sub-object to connect
- to the object. This is necessary as the sub-object will turn around
- the axis of the object.
- Example, you want to connect a foot to a leg and then to a body:
- Be sure to be in 'pick group' mode.
- Place the axis of the foot in the toes.
- Place the axis of the leg at the bottom of it (you want the foot to
- turn about this point).
- Place the foot and the leg at the correct positions.
- Press the shift key, select the leg, select the foot and group the objects.
- Place the axis of the body at the lower part of the body (you want the leg
- to turn about this point).
- Press the shift key, select the body, select the leg and group the objects.
- Now save the object. This object can be loaded into the cycle object.
-
- - Remember that it is the 'top' object of the group that will follow a path in
- the stage editor. Because of this, you can't move the 'top' object relative
- to the path, so it would be a stupid idea to use a real object as the 'top'
- object: The solution is to create an axis and group the final object to
- this before you save it.
- Example:
- When you make an object walk, the body is the fixpoint, and the legs move.
- However, if you want the man object to bend over, it is the legs that are
- the fixpoint, and the body that move.
-
- Hope this helps,
-
- 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: Cycle Editor Stuff
- Date: Tue, 5 Feb 91 19:43:31 EST
- From: sutherla@qtp.ufl.edu
-
- I am glad to see the CYCLE EDITOR info. Thanks. I tried it once
- but I had all my objects grouped to one. You can probably guess the result.
-
- NOW, since I created MY CYCLE object the HARD way (one segment at a time), I
- have run into a problem. I created a HUMAN-like object. From my previous
- trial and error with the CYCLE Editor, I found that I needed to PULL each
- segment of my HUMAN in the same direction (unless I wanted to invert the axes
- of some of the parts). Well, I decided NOT to do this, so I started with
- the HEAD and worked down. As you probably know, the CYCLE OBJECT's axis,
- the one that follows along a path for instance, for my object is in the
- head. Not a real problem, BUT I want it to be in the WAIST area. My question
- is: Now that I have already gone to the trouble of making this cycle object
- and getting everything JUST right, IS IT POSSIBLE to RE-POSITION the cycle
- object's axis??? If so, how?
-
- Believe me, from now on I'll do all this stuff in the DETAIL editor!!! However,
- I'd like to see if I cannot correct the small 'problem' above without starting
- from scratch. Suggestions?
-
- Thanks,
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: repeating brushes
- Date: Wed, 6 Feb 91 15:22:18 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Feb 2, 7:06am, Stephen Menzies wrote:
- } Subject: Re: Wdb2 and Imagine questions
- }
- } I think the ground plane still offers repeating brushes though (like TS did).
- }
- } Stephen Menzies
- } Email: S.Menzies@CAM.ORG
- }
- }-- End of excerpt from Stephen Menzies
-
- Wait a minute. Did Stephen say what I thought he did? I didn't know
- ground objects COULD have brushes applied to them, let alone repeating
- ones, either in TS or Imagine.
-
- Does anybody know if this is true?? And if so, how would the
- texture axis be positioned (in Imagine).
-
- --Edward 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: Re: repeating brushes
- Date: Wed, 6 Feb 91 21:52:29 -0500
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- > On Feb 2, 7:06am, Stephen Menzies wrote:
- >}
- >} I think the ground plane still offers repeating brushes though (like TS did).
- >}
- >} Stephen Menzies
- >} Email: S.Menzies@CAM.ORG
- >
- > Wait a minute. Did Stephen say what I thought he did? I didn't know
- > ground objects COULD have brushes applied to them, let alone repeating
- > ones, either in TS or Imagine.
- >
- > --Edward Chadez
-
- I know for a fact that TS mapped an IFF brush repetitively onto a
- ground plane. I just tried the same thing with Imagine and got
- a) only a single picture (no tiled repeats)
- b) the picture is muddled into total garbage (swirls of the
- lightbrown background color and black) even though I took
- care to set dither to 0.
- c) <sniff!> :-(
- ___
- ._. Udo Schuermann / | \ "Fighting for Peace is like
- ( ) walrus@wam.umd.edu \/|\/ Fucking for Virginity."
- ~~~
-
- ##
-
- Subject: Re: Sound and iconification
- Date: 7 Feb 91 14:15:14 MET (Thu)
- From: her@compel.dk (Helge Egelund Rasmussen)
-
- Mike (amigan@cup.portal.com) wrote:
-
- >..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?..
-
- I am very interested in this too, it would be nice to be able to add
- sounds to an animation (steps, thunder etc).
- What I really would like to have is the possibility to tell the system that
- I want a given soundeffect to be played at frame number x, and another at frame
- no. y and z etc.
- I think that 'The Director' can do something like this..
- Anyone know more?
-
- 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: Re: repeating brushes
- Date: Thu, 7 Feb 91 07:30:42 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Feb 6, 9:52pm, Udo K Schuermann wrote:
- } Subject: Re: repeating brushes
- }
- } I know for a fact that TS mapped an IFF brush repetitively onto a
- } ground plane. I just tried the same thing with Imagine and got
- } a) only a single picture (no tiled repeats)
- } b) the picture is muddled into total garbage (swirls of the
- } lightbrown background color and black) even though I took
- } care to set dither to 0.
- } c) <sniff!> :-(
-
- Okay, that's what I wanted to heard. However, what is the procedure for
- pasting a brush onto the ground (eg, what is the position of the wrap axis
- in TS)??
-
- It's a shame that this feature doesn't seem to be pulled over to Imagine.
- I think Impulse may have a whole lot of stuff they're going to toss to us
- in the (assumed) 2.0 release, including things that were developed in TS
- (ie, Fog/Haze, bright surfaces, tiled brush mapping, lights attached to
- objects, stereo-vision (hence TS-SV), and so on).
-
- Until then, remember that TS can STILL BE USED on your systems to perform
- the effects Imagine didn't inherit. If you want to use Special Effects
- like explode and ripple and grow, or want to have morphing, you can save
- the object frame by frame using snapshot in the stage editor. And TS uses
- much less memory (less than half) than Imagine does, so you can use TS for
- those really large projects if you're running out of memory. The only
- disadvantage is that the special brush effects (bump mapping, transparancy,
- and so on) won't work.
-
- --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: Re: Sound and iconification
- Date: Thu, 7 Feb 91 10:41:38 CST
- From: jwb@procyon.cis.ksu.edu (Jeff W. Brogden)
-
- >
- > >of an icon?..what is the best tool for accomplishing these same
- > >tricks with op code 5 animations?..
- >
- > I am very interested in this too, it would be nice to be able to add
- > sounds to an animation (steps, thunder etc).
- > What I really would like to have is the possibility to tell the system that
- > I want a given soundeffect to be played at frame number x, and another at frame
- > no. y and z etc.
- > I think that 'The Director' can do something like this..
- > Anyone know more?
- >
-
- AmigaVision has the ability to play sounds on certain frames of an ANIMopt5
- animation. I don't have AV with me, but there's some function called
- 'anim()' or somesuch. You can use it to build a condition like:
- anim() == 10 (systax is probably way off)
-
- that will eval to true when the anim hits the 10th frame.
-
- I've used this to add a simple bell to an anim I did with Animagic, and
- it worked pretty well. Since Imagine supports ANIMopt5 (haven't tried it yet)
- then you should be able to do the above.
-
- This, however defeats the nice looping, etc.. that TS and Imagine offered
- with their script approach.
-
- ===============================================================================
- Jeff Brogden | Kansas State University
- Internet: jwb@ksuvax1.cis.ksu.edu | Manhattan, KS. 66506
- BITNET: jwb@ksuvm | Office phone: (913)532-6350
- UUCP: {rutgers,texbell,atanasoff}!ksuvax1!jwb | Home phone: (913)776-5798
- ===============================================================================
-
- ##
-
- Subject: glass
- Date: Thu, 7 Feb 91 12:43:27 EST
- From: pawn@wpi.wpi.edu (Kevin Goroway)
-
- Any Sculpt-4d veterans out there? Remember the difference between glass1
- and glass2?
-
- Glass1 didn't do any refraction...In other words it made for a great
- glass hemisphere over a futuristic city.
-
- Is there any way to accomplish this in Imagine? I am guessing that
- if I make my glass have an index of refraction of 1.0 (same as air) that
- it might work. Has anyone tried this?
-
- -Thanks
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
- | Worcester Polytechnic Institute | "It happens sometimes, people just |
- | Pawn@wpi.wpi.edu | explode, natural causes."-Repo Man |
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
-
-
- ##
-
- Subject: Re: glass
- Date: Thu, 7 Feb 91 10:32:42 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Feb 7, 12:43pm, Kevin Goroway wrote:
- } Subject: glass
- }
- }
- } Any Sculpt-4d veterans out there? Remember the difference between glass1
- } and glass2?
- }
- } Glass1 didn't do any refraction...In other words it made for a great
- } glass hemisphere over a futuristic city.
- }
- } Is there any way to accomplish this in Imagine? I am guessing that
- } if I make my glass have an index of refraction of 1.0 (same as air) that
- } it might work. Has anyone tried this?
- }
- }-- End of excerpt from Kevin Goroway
-
- I am speaking only of my experience with TurboSilver, but to your answer,
- yes, you can do that. If you set the refraction to any value other than
- 1.0, you'll get some sort of refraction. Setting refraction to 1.0 makes
- the "glass" clear and unaltered. You could add specular and hardness to
- make the glass have a sparkle, and you may want set filter to something
- less that 255 on all guns (consult a previous message about glass).
-
- I have learned, however, that just because TS did something, it is NEVER
- safe to assume you'll get simular results with Imagine.
-
- As as far as a sculpt veteran, I had sculpt3d before I owned TS and I
- didn't upgrade to 4d because I was REALLY pleased with TS. If you have
- interchange, you could build objects in sculpt and import them into TS.
- This was all before Imagine, of course.
-
- Hope this works for all of you. If not, let us know....
-
-
- --
- ------------------------------ 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: glass
- Date: Thu, 7 Feb 91 14:35 EST
- From: "Doug Bischoff" <DEB110@PSUVM.PSU.EDU>
-
- Yep... that'll do it: also if you set it to a value near 1.0 you'll get
- just a hint of refraction but it'll still look like a dome. I used this in
- scanline mode and it looked great! So a low index of refraction = Glass1
-
- /---------------------------------------------------------------------\
- | -Doug Bischoff- | *** *** ====--\ | "I'm not God... |
- | -DEB110 @ PSUVM- | * *** * ==|<>\___ | I was just |
- | -The Black Ring- | *** *** |______\ | misquoted!"|
- | --- "Wheels" --- | *** O O | -Dave Lister |
- | Corwyn Blakwolfe | T.R.I. ------------- | RED DWARF |
- \---- DEB110@PSUVM.PSU.EDU D.BISCHOFF on GEnie THIRDMAN on PAN -----/
-
- ##
-
- Subject: Interchange?
- Date: Thu, 7 Feb 91 14:39 EST
- From: "Doug Bischoff" <DEB110@PSUVM.PSU.EDU>
-
- I have an old version of interchange that I want to use to convert sculpt
- 4D objects to use in Imagine... unfortunately it converts them to a format of
- TS that Imagine doesn't recognize. I also don't own TS any version. Anybody
- have any ideas? There are some things that are just easier to do in Sculpt
- than in Imagine (not many, but a few, like sizing the middle ring of a 3 ring
- cylinder to make a top with flat top and bottom, etc.).
-
- /---------------------------------------------------------------------\
- | -Doug Bischoff- | *** *** ====--\ | "I'm not God... |
- | -DEB110 @ PSUVM- | * *** * ==|<>\___ | I was just |
- | -The Black Ring- | *** *** |______\ | misquoted!"|
- | --- "Wheels" --- | *** O O | -Dave Lister |
- | Corwyn Blakwolfe | T.R.I. ------------- | RED DWARF |
- \---- DEB110@PSUVM.PSU.EDU D.BISCHOFF on GEnie THIRDMAN on PAN -----/
-
- ##
-
- Subject: Re: Interchange?
- Date: Thu, 7 Feb 91 11:47:08 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Feb 7, 2:39pm, "Doug Bischoff" wrote:
- } Subject: Interchange?
- }
- } I have an old version of interchange that I want to use to convert sculpt
- } 4D objects to use in Imagine... unfortunately it converts them to a format of
- } TS that Imagine doesn't recognize. I also don't own TS any version. Anybody
- } have any ideas? There are some things that are just easier to do in Sculpt
- } than in Imagine (not many, but a few, like sizing the middle ring of a 3 ring
- } cylinder to make a top with flat top and bottom, etc.).
- }
- }-- End of excerpt from "Doug Bischoff"
-
- Yes. I own the turbo silver 3.0 module of Interchange and the future
- design disk (antic software). I use interchange to convert objects to TS
- format and then load then DIRECTLY into Imagine. If you're going to do
- this, you may want to write me first for a tip on doing it.
-
- Your problem may be that the objects that your version of interchange
- creates may be only version 2.0 of TS. I believe you can get the 3.0
- module from Go Amigo! (who advertises in AmigaWorld) for only $15 or so.
- Maybe more, you'll have to check.
-
- -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: Re: snapshot
- Date: Thu, 7 Feb 1991 18:31:01 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- echadez@carl.org (Ed Chadez) writes:
-
- >On Feb 4, 10:45am, Stephen Menzies wrote:
- >} Subject: Re: snapshot
- >}
- [stuff deleted]
- >} objects. (Funny, this is the only menu item that doesn't *pop* for me).
- >} Thanks again.
-
- >I've noticed something very strange among the Imagine Users, and it looks
- >like you've noticed it too. It appears that Imagine doesn't work the same
- >way for everybody across the board. Your problem above is just an example,
- >another user could never get his escape key to cancel viewing a picture,
- >someone else could never get Imagine installed under 2.0. Do you think
- >that these issues point to problems in the actual creation of the software,
- >or in descrepancies (SP?) in the process that copied the original object
- >code to disk?
-
- I don't know the answer but i'm very happy you told me it does work. Now
- I pick my object and go to "snapshot" several times knowing it will pop
- up eventually.
-
-
- >--
- >------------------------------ 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 << -----------------------
-
- cya -stephen
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Sound in Imagine Files
- Date: Thu, 7 Feb 91 15:09:42 EST
- From: sutherla@qtp.ufl.edu
-
- Jeffe Brogden states that AmigaVision can add sounds to ANIM style formats,
- BUT that by saving Imagine animations in this form you lose the looping
- features and other nice things in the Imagine format. Well, I think that
- the Progressive Peripherals product Animation Station can give this back to
- you. I do NOT own it (YET ;^), but it looks like an extremely powerful
- program for doing all sorts of manipulations of ANIM format animations. Plus
- you can use Animation:Multiplane (HASH), AniMagic (OXXI), and many other
- programs on ANIM format animations, so I think that, in the long run, it is
- more flexible than the Imagine proprietary format.
-
- Anyone have experience with Animation Station? Comments?
-
- Also, Lights!Camera!Action will let you key sounds to animations (also ANIM
- format) as well as using SMUS format songs, stills, transitions, and much
- more. Check it out.
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Corrupt Imagine 1.0 Problem: SOLVED!!!
- Date: Thu, 7 Feb 91 15:20:00 EST
- From: sutherla@qtp.ufl.edu
-
- Well, I finally solved the problem with my corrupt version of Imagine
- 1.0. When I last spoke of this saga, I mentioned that the version of lharc
- on my 1.0 disk might be corrupt, so I replaced it with an ftp'd version of
- lharc. This allowed me to uncompress 1.0 under AmigaDos2.0, I could run
- the program, but when it got to the 'cleanup' message after rendering an image,
- my machine crashed. Well, a friend gave me a copy of a program called
- ZERO VIRUS. It is nice because it will examine individual files for viruses.
- Well, it found the XENO virus (reported to me by VirusX at all my crashes with
- Imagine1.0) on almost EVERY file on my Imagine 1.0 disk (not surprising, since
- the lharc program had it, so it must have passed it on to everything it
- archived except the Imagine.pic and the .info files!!). ZERO VIRUS disabled
- the XENO virus in every file, so I ran Imagine 1.0 under OS 2.0, loaded some
- objects, and rendered. NO problems. ;^)))))
-
-
- BTW, is the XENO virus 2.0 specific? Anyone know why it would cause my A3000
- to crash JUST under 2.0 but NOT under 1.3.2??? Odd!! (Things that make you
- say (index finger pointed at side of forehead) Hmmmmmmm????? A.H.)
-
- Well, thanks for all the help and letting me sound off a couple of times.
- My first full-fledged Imagine animation looks GREAT (it is JUST a walking
- mannequin (29 body parts), but it is REAL nice). I rendered in LACE/HAM/
- OVERSCAN and it took 2:30 per frame in SCANLINE mode. AMAZING!! The full
- screen sized mannequin animation (50 frames) is just over 1.4 Megs (but lharc
- compressed it to 550K!). If there is interest, I'll ftp it to ab20.
-
- Later,
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: repeating brushes(again)
- Date: Thu, 7 Feb 1991 21:04:03 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- I went back and messed around alittle more with brush and texture
- mapping on the ground plane in Imagine.
- You can map on the ground plane but not (as far as I can see)
- a repeating "brush". If you don't get a successful result it's likely
- you're get a "digital bounce" and you should move your mapping axis
- alittle on the +Z-axis. Turn off phong shading. You could map a maximum
- of 4 brushes on the plane only.
- The only way to get something repeating is to solid texture
- map.
- I had suggested it might be possible to get 2 envioronment maps
- in Imagine , one from the groundplane, one from Globals , in Scanline
- Mode. This does work, however you can not make the ground disappear
- at the same time by making it reflective because (I wasn't thinking
- there, thats for sure) it will reflect the global map also. The solution
- is to not have the ground plane in the camera view.
- Finally, I had said that with a black sky , a mapped plane, (and
- no global map), full reflectivity on that (ground) plane, and some
- reflectivity given to the object the result would be an environment mapped
- object (from the ground plane) and an invisible ground plane . Well that
- does work in TS but in Imagine I still can see artifacts on the ground
- plane from it's map. (Btw, I'm still talking Scanline mode, here).
- I do have a problem with the environment mapping in Imagine
- whether from Globals or ground plane. It's too "bright" and kills
- the phong shading. The only thing that suggests your object is 3D is
- the "wrap" of the map ad the specular hit.
- In addition to this, I can't say i like the phong shading in Imagine as much as I did in TS. It cuts to fast from light to dark and doesn't seem
- to take in "secondary" light from other surfaces.
-
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Re: Wdb2 and Imagine questions
- Date: Thu, 7 Feb 1991 18:24:19 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- echadez@carl.org (Ed Chadez) writes:
-
- >On Feb 2, 7:06am, Stephen Menzies wrote:
- >} Subject: Re: Wdb2 and Imagine questions
- >}
- >} >Is it possible to get an iff-brush to repeat itself over an object the way it
- >} >is possible to do in Dpaint? This would be nice for tile textures etc.
- >}
- >} Not really. You could apply upto 4 copies of the brush in attributes but
- >} the best way would be to make the repeating brush in DPaint first. I think
- >} the ground plane still offers repeating brushes though (like TS did).
- >}
- >} Stephen Menzies
- >} Email: S.Menzies@CAM.ORG
- >}
- >}-- End of excerpt from Stephen Menzies
-
- >Could you tell me how you got a brush to repeat itself on a ground. I
- >don't recall reading this in the TS manual.
-
- Sure. The ground plane in TS is (always) infinite, but the axis can
- be scaled on the X,Y. The image that is assigned to the ground plane
- will be the same size as the X and Y and will checkerboard out from
- there. In TS all you have to do is assign the map, you don't have
- to add a secondary mapping axis. I haven't tried this in Imagine yet
- and don't know whether it follows the same rules.
- Remember, that inn imagine (as well as TS), if your object
- has some reflectivity assigned to it, and your ground plane has a
- map assigned to it, the map will be enviorment mapped (as a
- reflection) to the object in Scanline AND raytrace mode. This is in
- addition to the enviorment map that may be applied in Globals. Also,
- (I hope I'm remembering this right) if you have a (say), black sky with
- a fully reflective but mapped ground, and a environment map assigned in
- the globals, and finally an object with reflectivity, you can have a
- object floating in black space with 2(!) reflections on it, all in
- the fast Scanline mode.(I don't make logos but this is what it's really
- great for.
- One last note: if you want your ground map to checkerboard, but
- not see the checkerboarding divisions yoou must make the opposite edges
- of your map, match each other ie. left and right/ top and bottom.
-
- stephen
-
- >--
- >------------------------------ 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 << -----------------------
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Morphed Cycle Objects, anyone?
- Date: Thu, 7 Feb 91 17:29:53 EST
- From: sutherla@qtp.ufl.edu
-
- I asked this question directly of Helge Rasmussen, who gave us the
- hint to load grouped objects directly into the CYCLE editor, but 1) there has
- not been enough time for a response yet, and 2) I thought I'd ask it of all
- the Imagine users out there.
-
- Has anyone tried to MORPH Cycle objects? Picture this (a very complex example,
- of course): A human is running along a road. Suddenly, he MORPHS into a
- panther. (Like I said, this may be a tough one, but how about a having the
- ball-to-sphere morph in the TUTORIAL manual do this while the object is
- cycling (could be anything from having it grow and shrink to having it bounce
- up and down)? Personally, I'd like to see the man-to-panther one. I may try
- this someday. If anyone has tried this, please let us know the trials and
- tribulations of it all.
-
- Scott Sutherland
- Videophile and Amigaphile ;^)
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: interchange
- Date: Thu, 07 Feb 91 14:22:47 PST
- From: "Mark W. Davis 206.865.8749" <davis@soomee.zso.dec.com>
-
- The only way I can get Interchange objects to work is to
- run them through TS. I have a call in to Syndesis to discuss
- an Imagine converter.
-
- mark
-
- ##
-
- Subject: Re: Interchange?
- Date: Thu, 07 Feb 91 17:06:24 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > Yes. I own the turbo silver 3.0 module of Interchange and the future
- > design disk (antic software). I use interchange to convert objects to TS
- > format and then load then DIRECTLY into Imagine. If you're going to do
- > this, you may want to write me first for a tip on doing it.
-
- Have you tried doing this in the opposite direction (converting an Imagine
- object to some other format)? I would very much like to create Videoscape
- format objects for use in Lightwave from Imagine objects.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: interchange
- Date: Thu, 7 Feb 91 16:18:17 -0800
- From: echadez@carl.org (Ed Chadez)
-
- What version of Interchange do you have running?
- and
- What TS version are you converting objects to?
-
- I have an Interchange TS module package which I convert objects from
- sculpt format to TS 3.0 and I don't even bother with TS--I load them
- directly into Imagine! The only thing I have to do is add a new axis to
- the object (using add axis+join to object) because the interchange object
- has only an x+y axis with no z limb.
-
- If I don't add the axis, I can't size the object. Big Deal! Still, the
- conversion should work if you have Interchange 4.1 and the TS 3.0 module
- (2.0 won't work...).
-
- --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: Re: Interchange?
- Date: Thu, 7 Feb 91 16:42:02 PST
- From: glewis@fws204.intel.com (Glenn M. Lewis ~)
-
- >>>>> On Thu, 07 Feb 91 17:06:24 EST, Mark Thompson <mark@westford.ccur.com> said:
-
- Mark> Have you tried doing this in the opposite direction (converting an
- Mark> Imagine object to some other format)? I would very much like to
- Mark> create Videoscape format objects for use in Lightwave from Imagine
- Mark> objects.
-
- Mark -
-
- I haven't tried this, but I think it would be quite
- straight-forward to use my TTDDD package to convert Imagine objects to
- Turbo Silver objects (and thus losing any properties that TS does not
- understand, of course).
- It should be possible to say:
- ReadTDDD Imagine.obj | WriteTDDD > Turbo.obj
-
- While it crunches on the files, it will print messages like "I
- don't understand Sub-Chunk SuchAndSuch", which are the Imagine-specific
- chunks. (The above '|' is a pipe... I've had TTDDD users call me up and
- ask me what that character is, but Usenet folk probably know about pipes
- on the Amiga, right?)
- If somebody tries this out, let us know how it works.
-
- -- Glenn Lewis
-
- Mark> %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- Mark> % ` ' Mark Thompson %
- Mark> % --==* RADIANT *==-- mark@westford.ccur.com %
- Mark> % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- Mark> % Productions (508)392-2480 (603)424-1829 %
- Mark> % %
- Mark> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- glewis%pcocd2.intel.com@Relay.CS.Net | These are my own opinions... not Intel's
-
-
-
- ##
-
- Subject: Re: Interchange?
- Date: Thu, 7 Feb 91 21:11:15 -0500
- From: david r watters <watters@cis.ohio-state.edu>
-
- What is TTTDDDD?
-
- While I have the line, is anyone having problems with altitude mapping?
-
- David
-
- ##
-
- Date: Thu, 7 Feb 91 22:58:51 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Anyone out there know where I can get an IFF of the world? I would prefer
- a simple hi-res interlaced 2 color (blue and green) map. I want to wrap
- it around a sphere. Thanks for the help.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: interchange
- Date: Thu, 07 Feb 91 22:21:08 PST
- From: "Mark W. Davis 206.865.8749" <davis@soomee.zso.dec.com>
-
- You are right, Ed. I use an ARexx script to start Interchange and
- it was calling the V2.0 Silver conversion instead of the V3.0 version.
- It works fine now. Don't know how my script got messed up. Must be
- the line editor I've been using lately....Splat.
-
- mark
-
- ##
-
- Subject: Texture match on Ground, & Axis rotation.
- Date: Fri, 8 Feb 91 10:25:26 EST
- From: John J. Rosner <rosner@europa.asd.contel.com>
-
- Stephen Menzies writes:
- >One last note: if you want your ground map to checkerboard, but
- >not see the checkerboarding divisions yoou must make the opposite edges
- >of your map, match each other ie. left and right/ top and bottom.
-
- I get divisions because I rotate the axis of the texture map on the ground
- because that's the only way I get solid checks instead of foggy dithered
- ones. Rotating the axis, in order to avoid the digital bounce, means the edges
- won't match. What am I missing?
-
- Thanks in advance,
- John Rosner
-
-
- ##
-
- Subject: Morphing
- Date: Fri, 8 Feb 91 11:14:55 EST
- From: John J. Rosner <rosner@europa.asd.contel.com>
-
- Scott Sutherland writes:
-
- >Has anyone tried to MORPH Cycle objects? Picture this (a very complex example,
- >of course): A human is running along a road. Suddenly, he MORPHS into a
- >panther.
-
- I tried something a bit less ambitious outside the Cycle editor. A sphere that
- morphs into a torus, then the camera would go through the torus as if a gate
- had opened. First problem was in order for objects to be morphable, they have
- to have the same number of points, and faces. This is fairly easy to overcome
- by getting information on the objects (right-Amiga F) which tells the number
- of faces and points, then the faces may be added somewhere innocuously. Second
- problem was maybe because of the innocuous extra faces, i.e., it didn't look
- like a door opening. Even though it morphed, it looked like it was tying
- itself in a knot until the last 2, of 20, frames and then it jumped into the
- torus.
-
- Later,
- John Rosner
-
-
- ##
-
- Subject: use of overscan with interface
- Date: Fri, 8 Feb 91 15:00:18 EDT
- From: ddyer@hubcap.clemson.edu (Doug Dyer)
-
- Is there a way to have imagine use overscan (not for its creations,
- but the program itself)?
-
-
- Thanks,
- Doug
-
- --
- 2B|!(2B) => ?
- ddyer@hubcap.clemson.edu
-
- ##
-
- Subject: import object into form editor
- Date: Fri, 8 Feb 91 10:29:55 MEZ
- From: robocop@unlisys.in-berlin.de (Thorsten Ebers)
-
- Hello,
- i have problems importing created objects with the detail editor into
- the form editor.Is it not possible ? When I create a object with the forms
- editor I can export to the detail ,modify it there,and import again in the
- form editor.Any hints ?
- Thorsten
-
-
- ##
-
- Subject: Re: Texture match on Ground, & Axis rotation.
- Date: Sat, 9 Feb 1991 07:46:35 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- John J. Rosner <rosner@europa.asd.contel.com> writes:
-
- >Stephen Menzies writes:
- >>One last note: if you want your ground map to checkerboard, but
- >>not see the checkerboarding divisions yoou must make the opposite edges
- >>of your map, match each other ie. left and right/ top and bottom.
-
- >I get divisions because I rotate the axis of the texture map on the ground
- >because that's the only way I get solid checks instead of foggy dithered
- >ones. Rotating the axis, in order to avoid the digital bounce, means the edges
- >won't match. What am I missing?
-
- >Thanks in advance,
- >John Rosner
-
- I'm not quite sure how you're placing your mapping axis. I for instance,
- rotate my axis -90 on the x-axis. This orientates the axis correctly however
- it is precisely on the same z(plane) as the ground. Here, I sometimes get
- a digital bounce. I then move the axis a very small amount +z. (I'm
- not sure if this is the same as yours at this point). This now will map
- correctly.
- You can't really checkerboard brush maps in Imagine (you can only
- place 4 brush maps side by side. If you wish to place 4 maps in a
- checkerboard pattern and want these maps to be seamless and make one
- larger map, the edges will have to match. Left with right, top with bottom,
- as though they were wrapped around a cylinder. However, it is sometimes
- very dificult work trying to get anything but a very geometric brush to
- match this way.
- If I've missed the point, let me know.
-
- cya -stephen
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Re: Interchange?
- Date: Sat, 9 Feb 1991 08:14:43 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- david r watters <watters@cis.ohio-state.edu> writes:
-
- >What is TTTDDDD?
-
- I'll let Glenn Lewis reply to this one.
-
- >While I have the line, is anyone having problems with altitude mapping?
- >
- >David
-
- No, I haven't had any problems, but I've had great results. I suggest:
- -don't size your y-axis (the depth of the indentation) to large
- at first. Use 1,2... rather than 10,20...etc. If the size is too large
- it starts to look more like a mistake in rendering rather than a bumpmap.
- - If you use flat/flat and the numbers are small (1,2..) make sure
- the axis is on the same plane as the surface you are mapping.
- - Avoid hi-res maps if you have limited memory. A hi-res map will
- sometimes suck upto 1.5 megs out of your system while intiallizing. A med
- res map will usually use around a 1/3 of that.
- - Try to use the same map more than once in the scene in diferrent
- ways rather than several diferent maps. It not more expensive this way.
- - it's suggested that there should be several levels of gray between
- your high and low colors. This does give the best results in many situations
- however I have got great maps that do exactly what i want using 1 pixel
- wide (black) lines on a white background.
- - If you're on a flicker-free monitor (like the 1950) watch out,
- 'cause some of those nice rough surfaces (like the spray painted ones) are
- going to go *nuts* on a standard monitor.
-
- If you have specific questions, just ask.
-
- cya -stephen
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: List, Objects
- Date: Sat, 09 Feb 91 15:10:36 EST
- From: spworley@ATHENA.MIT.EDU
-
- Hey! I've settled into my classes, so I FINALLY got the new
- objects on-line!
-
- Yes, thats right! About 30 more Cool-Beans objects are NOW in
- the incoming/amiga/3d/Imagine directory at ab20.larc.nasa.gov!
- I posted a list of what they are to this list about a week
- ago. Use and abuse them as you will!
-
- Administrivia: The screwed-up list. :-) There are 2 distinct
- problems- Sometimes a piece of mail is sent to everyone about
- 5 times, which is very annoying; Sometimes people who post get a
- message with strange "I can't deliver" messages.
-
- The first problem isn't in the list- Unfortunately, sometimes somebody
- else's mailer, or a node between their mailer and mine, gets confused
- and sends 5 copies to MIT. They all get here, and the list server
- does what its supposed to do- distributes every incoming letter to
- everyone. S. Menzies' mailer had this problem for a while, then it
- magically went away for a while, and just reappeared.
- If it comes back for good, I'll probably have
- to do a workaround like having the people with the funky mailers mail
- me personally, (I'll get 5 copies) and I'll re-direct one copy to
- the list. Hopefully, it won't stay screwed up, though.
-
- The second problem has just cropped up, and those who don't post don't
- notice it. Within the past few days, some posters have gotten mail back
- from the server saying it couldn't be delivered to some people. Here's
- what's happening- Every time a letter goes out, there is always some
- people who's mail system is down, or node is being repaired, or is
- just unreachable. In this case, the mail sent to that list member bounces,
- and -->I<--, as the list's owner, get a "couldn't deliver to bob@Lou.edu"
- message. With 90 members, I get a bounced message for almost every single
- letter sent to the list. HOWEVER, it seems that within the past few days
- sometimes, but not all the time, the original poster ALSO gets a copy
- of the bounce/refuse message. Ed Chadez was especially helpful in forwarding
- some bounces he got [Thanks!] and I'm trying to find out what's changed.
- I'm not a Unix Guru, but I'm tracking it down. For now, if you get a
- bounce when you post, wait. If you get a copy of your post from the
- server as a normal list message, do nothing- the post got through, and
- you can ignore the bounce. If it does NOT show up as a normal post in
- a day or two, you can repost it. I know its a pain, but I have to
- find out why suddenly things are bouncing. Thanks again, Ed!
-
- Back to Imagine. Made a US Flag blowing in the wind. Trivial, but
- I used the Ripple Effect and it looked TERRIFIC!! The trick is to use a
- plane with lots of sections on it- I used 30 by 15. Two triangles
- bend like a hinge, not ripple like a surface. Also, THANKS for the
- M. Halvorson brush article!! It really is well done.
- Jeez- HE should have written the manual.. :-) [No blame to RR,
- time pressure for release of Imagine ]
-
- The manual also talks about a neat cinematographic effect that works
- well- Camera focal length. It zooms the camera view for closeups without
- moving the camera. It has a COMPLETELY different feel than moving the
- camera close-up. Try it- it can give very nice results. I modified
- Helge's castle anim to zoom in and pan across Batman, then zoom back
- some as he begins to stand up, which shows the castle and batwing in
- the backgound.
-
- To Rick Tillery - 1) Colorburst yet?, and will you promise a review
- to the list? 2) Tell us more about 2.0!
-
- To Glenn Lewis - Do you have the new specs on the Imagine-specific
- chunks in its TDDD decription yet? Are you planning on updating TTDDD
- when you get them?
-
- Anyway, happy rendering, and remember the new stuff at ab20.larc.nasa.gov!
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
- ##
-
- Subject: ripple effect
- Date: Sat, 9 Feb 91 17:00:05 EST
- From: pawn@wpi.wpi.edu (Kevin Goroway)
-
- Steve...thanks for the hint on the ripple effect...I was just going
- to post a question about it. Besides the triangles acting as hinges
- I also seem to have another problem with this...
-
- I rendered a "chrome" plane with some columns behind it, and a blue sky.
- The hope was that this chrome plane would appear as a pool of water, which it
- did...luckily, I guess. The problem was that when I added the ripple effect,
- and rendered it, to make the water appear as if a drop had fallen in the middle
- of it, the plane seemed to loose some triangles in some frames. For example
- some triangles become black...
-
- Anyone experience similar problems? This is on an 020, using trace mode.
-
- Thanks!
- -Kevin
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
- | Worcester Polytechnic Institute | "It happens sometimes, people just |
- | Pawn@wpi.wpi.edu | explode, natural causes."-Repo Man |
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
-
- ##
-
- Subject: Objects on ab20
- Date: Sat, 9 Feb 91 17:58:45 EST
- From: pawn@wpi.wpi.edu (Kevin Goroway)
-
- Questions about the new objects on ab20.
-
- 1) Has anyone looked at stpauls yet? Mine appears to be screwed up...
- As in, there are parts floating around...
-
- 2) Is there any attribute information in these objects? At least color?
-
- Thanks
- -KEvin
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
- | Worcester Polytechnic Institute | "It happens sometimes, people just |
- | Pawn@wpi.wpi.edu | explode, natural causes."-Repo Man |
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
-
- ##
-
- Subject: Obs
- Date: Sat, 09 Feb 91 19:15:07 EST
- From: spworley@ATHENA.MIT.EDU
-
- Kevin- St. Pauls does have a floating cupula. Apparently the dome
- under it was a seperate object and I couldn't find it anywhere. You
- can roll your own with sweep pretty fast.
-
- Most, if not all, of the objects in 3-5 DO have face-level color info.
- In fact, some objects, like X29, are re-posts from the first two archives
- which have no color info. Unfortunately, the only quick way of seeing the
- color info is to render. Sigh. Hey- there's another improvement. Have a
- "color edge" flag that colors edges corresponding to the face colors
- (ie the tri- or quad-view would render each line as TWO lines, each line
- being the color of the face it faces.) This would be annoying when you
- are designing, hence the flag. Then you can select color, reflection, and
- filter to see/modify. Hmmm... can't think of a much better way of
- doing it.
-
- Don't know about your black triangle problem... Sometimes playing with
- Phong does strange things, but I don't know if this is your problem.
-
- An another note, I was playing with morph. Morph works really well when
- you take an object, and use magnetism and drag points on it, and morph
- from one to the other. Obviously you have the same # of points, and the
- points seem to match up well- someone reported that morphing a torus to
- a sphere worked, but didn't have the matching start/stop points match
- well so instead of a hole appearing, he saw the sphere tying itself into
- knots. :-)
-
- I wonder how Imagine determines which points match? Probably
- the order of creation? If so, you could arduously select all the points
- in the sphere, sort them, save the sphere, then pick the points in the
- right order so that the first sphere point matches the first torus point,
- and so on. Obviously a pain. If this IS the case, I suppose something
- could be hacked togther in C to auto-correspond the points, probably
- using some "minimize closest distance" algorithm. Be rough, but it
- would work. Hey- it could even add "buffer" points to both objects
- to get around the same # of points problem. Anyway, I DON'T know
- this is how it works- if someone experiments, tell me!
-
- Hey, people! If you have a nice project, post them to ab20! I really want
- to see something nice, like Helge's castle.
-
- Anyway, thats all. Good luck with the water, Kevin.
-
-
- 3 weeks to an '040!!
-
- Keep on rendering!
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: List, Objects
- Date: Sat, 9 Feb 91 22:55:17 EST
- From: sutherla@qtp.ufl.edu
-
- Steve,
-
- What is this Mike Halverson brush article? If it is NOT part of one of
- Impulse's newsletters, could you email a copy to me OR even put it on the
- Imagine group?
-
- Thanks,
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Morphing Cycle Objects (Works!!).
- Date: Sat Feb 9 23:22:12 1991
- From: sutherla@qtp.ufl.edu
-
- Well, I did not recieve any replies or comments on my morphing between
- two cycle objects (except a reply from Helge, who wasn't sure if it would
- work), so I tried a simple example last night. I created a cycle object from
- a large square box and two smaller square boxes (I put the two small boxes
- under the large box, like two legs) in the detail editor and grouped the large
- box to the smaller boxes. I then altered these objects to make them long
- along one axis (I chose X to elongate for the large box and Z for the smaller
- boxes, so I had a long narrow box on tall thin legs). I loaded each one, in
- turn, into the cycle editor and made a simple 10 frame cycle out of it (all
- I did was to increase the size of the two leg segments and move them (I
- just expanded their diamond segments down and out (the left leg to the left,
- the right leg to the right)) apart. Then I saved them as Cycle1.obj and
- Cycle2.obj. (Note that each cycle object had the same number of points (and
- each part of object one corresponded to the same part of object 2). Then I
- went to the ACTION editor. I set the highest frame to 40. I added Cycle1.obj
- into the first 20 frames and chose 2 cycles. I loaded Cycle2.obj into frames
- 21-40, using 2 cycles, AND I chose the TRANSITION count to be 9. When I
- was done, the bar on the cycle editor had 2 segments of 20 lengths AND the
- first 10 frames of the second segment were a different color.
-
- I simply chose MAKE (I think that is the correct command name) in the STAGE
- editor to create a wire frame preview and IT WORKED BEAUTIFULLY!!! The
- first 20 frames showed my Cycle1.obj going through its paces. Frames 21-30
- showed it CYCLING AND MORPHING into Cycle2.obj. Frames 31-40 were one complete
- cycle of Cycle2.obj.
-
- I realize that this is a simple example, but it does show that Cycle objects
- can be morphed. I am going to be VERY ambitious and try to MORPH my
- 29 part Mannequin object into some sort of other creature (maybe that
- panther I talked about). I am going to have to do some serious planning
- and then morph each of the 29 mannequin parts into their corresponding
- panther parts (not to mention the fact that the Biped upright walking
- mannequin will have to bend over to become the quadraped walking panther).
- Wish me luck, and I'll let you know how it turns out.
-
- Try this Cycle Morphing stuff. It opens up a lot of WEIRD and FANTASTIC
- possibilities.
-
- Trace ON!
-
- Scott Sutherland
- Videophile and Amigaphile!
-
- ##
-
- Date: Sun, 10 Feb 91 20:46:18 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Nope, no ColorBurst yet. M.A.S.T. tells me its with the FCC and that could
- mean a fair amount of time before I get it. The woman I spoke to said they
- sent it before Christmas. She mentioned that other products sent to the FCC
- had taken under 14 weeks at the most. The FCC themselves said their review
- could take up to 6 months, but we can hope....
-
- Yes I do promise a full review once I do receive the device!
-
- As for Imagine 2.0.....well you know about all I do: Rumor has it there is
- a new version in the works which will answer many of the questions and fix
- many of the problems we've had. That's all I know (it is a rumor after all).
-
-
-
- I might also mention that although I like Imagine quite a bit, with the
- attitude and unfair attacks I've recieved from Mr. Halvorson when I posted
- a message in comp.sys.amiga.graphics with information directly from Impulse
- about the Firecracker 24 software, I do not plan to contribute any more of
- my hard earned money to his company. At least not until I get an appology
- from Mr. Halvorson. If you are interested in the text of this message I
- can post it, or you can check it out in c.s.a.graphics.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: FCC approval
- Date: Mon, 11 Feb 91 00:35:26 -0500
- From: denbeste@ursa-major.spdcc.com
-
- Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu> sez:
- >>>Nope, no ColorBurst yet. M.A.S.T. tells me its with the FCC and that could
- >>>mean a fair amount of time before I get it. The woman I spoke to said they
- >>>sent it before Christmas. She mentioned that other products sent to the FCC
- >>>had taken under 14 weeks at the most. The FCC themselves said their review
- >>>could take up to 6 months, but we can hope....
-
- I'm minded of a story. I used to work for Tektronix, and was involved in the
- design of a logic analyzer called "7D02" (and late another called "1240", but
- that's not important). Among other things, like UL approval, we also had to
- satisfy FCC rules.
-
- The technical details do not matter, but the upshot is that to both satisfy FCC
- EMI radiation limits and to make our logic analyzer run as fast as we thought
- the market demanded required changing the fundamental electrical constant of the
- universe. (Details, details.) When this was brought to the attention of the
- FCC, they relaxed their requirements, but only slightly...
-
-
- ##
-
- Subject: Flag motion
- Date: Mon, 11 Feb 91 08:03:09 -0500
- From: david r watters <watters@cis.ohio-state.edu>
-
- After someone mentioned working on a flag using ripple, it inspired me to do
- something patriotic. I messed with ripple quite extensively and even went
- as far as doing unusual things such as having the ripple go from fram 1 to 50
- and the flag only be in 15-45 or so. I had also positioned the object
- axis so the ripple started in the upper right corner and moved down diagonally
- along X.
- To sum up a chunk of time to someone wanting to do something like this....
- It just doesn't cut it as a flag simulator. :-) The damping of the ripple,
- the inability to loop correctly and problems with the brush map just didn't
- allow it to look real at all.
-
- Solution: Good old Terrain.
-
- The only catch is you have to have TSilver too.
-
- Now, if only you could change object assignments in the cycle editor after
- cell0 assuming the same number of verts and faces, you could save it as a
- cycle object instead of having to load all the different terrains for
- each wave cycle.
-
-
- I hope this saves someone some time and wasn't too novice.
-
- David
- watters@cis.ohio-state.edu
-
- ##
-
- Subject: World & Rotating Objects
- Date: Mon, 11 Feb 91 08:46:40 EST
- From: John J. Rosner <rosner@europa.asd.contel.com>
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu) writes:
-
- >Anyone out there know where I can get an IFF of the world? I would prefer
- >a simple hi-res interlaced 2 color (blue and green) map. I want to wrap
- >it around a sphere. Thanks for the help.
-
- I used Softwood's clip art to do that. I used Dpaint to area fill brown land
- and bluegreen water. Then mapped it to a sphere in Imagine, it looks good.
- I could upload the the Imagine files to Xanth (abcfd20...) but I don't know
- about uploading an image from Softwood's clip art, is it legal? Or could I
- modify and upload it? Would you want the Imagine files anyway?
-
- This world thing brings me to another point. I rendered the world rotating
- and then put the X29 orbiting it and that looks good, but the world rotates
- in the wrong direction.
-
- ROTATING OBJECTS. I can see two ways to rotate something, and one doesn't work.
- The one that doesn't work is to use the CYCLE EDITOR to twist the object half
- way around and then twist it the other half. This rotates fine in the CYCLE
- EDITOR but doesn't in the STAGE EDITOR, perhaps because it is a single,
- non-hierarchical, object?
-
- The second way is using the STAGE EDITOR's ACTION EDITOR's alignment function.
- Unfortunately it doesn't work all that well, for me anyway. I would expect
- one could say 360 in alignment and that should do it. No, it stands still.
- I have had varied success with using 180 and 180 and 90, 90, 90, 90. As for
- the direction of rotation using plus or minus should affect it but the world
- is the only one that insists on going clockwise. I did a rotating torus using
- 180, 180 and it rendered rotating counter clockwise, I redid the world and in
- the STAGE EDITOR it rotated counter clockwise when I rendered it, it was going
- clockwise again. I guess more superstitious behavior will be required to get
- it going right, sigh.
-
- Let me know if you want something on Xanth. Later,
- John Rosner
-
-
- ##
-
- Subject: List, Objects
- Date: Mon, 11 Feb 91 08:44:53 PST
- From: glewis@fws204.intel.com (Glenn M. Lewis ~)
-
- >>>>> On Sat, 09 Feb 91 15:10:36 EST, spworley@ATHENA.MIT.EDU said:
-
- Steve> To Glenn Lewis - Do you have the new specs on the
- Steve> Imagine-specific chunks in its TDDD decription yet? Are you
- Steve> planning on updating TTDDD when you get them?
-
- No, Steve, I don't have any new specs on the Imagine-specific
- chunks. If anybody *does* get them, then please send a copy to me. If
- there is enough interest, Steve, I'll put the Imagine-sepcific chunks
- into Read/WriteTDDD. But judging from the current dismal response to
- TTDDD, I doubt it will materialize. What I may do is simply add the
- Imagine stuff and then let the registered owners of TTDDD know about it,
- and get them an update somehow.
- -- Glenn
-
- Steve> ----------------------------------------------------------------------
- Steve> Steve Worley spworley@athena.mit.edu
- Steve> ----------------------------------------------------------------------
-
- glewis%pcocd2.intel.com@Relay.CS.Net | These are my own opinions... not Intel's
-
-
- ##
-
- Subject: Obs
- Date: Mon, 11 Feb 91 08:50:44 PST
- From: glewis@fws204.intel.com (Glenn M. Lewis ~)
-
- >>>>> On Sat, 09 Feb 91 19:15:07 EST, spworley@ATHENA.MIT.EDU said:
-
- Steve> Kevin- St. Pauls does have a floating cupula. Apparently the dome
- Steve> under it was a seperate object and I couldn't find it anywhere.
- Steve> You can roll your own with sweep pretty fast.
-
- Yes, I noticed this too with Rayshade.
-
- Steve> Most, if not all, of the objects in 3-5 DO have face-level color
- Steve> info. In fact, some objects, like X29, are re-posts from the
- Steve> first two archives which have no color info. Unfortunately, the
- Steve> only quick way of seeing the color info is to render. Sigh. Hey-
- Steve> there's another improvement. Have a "color edge" flag that colors
- Steve> edges corresponding to the face colors (ie the tri- or quad-view
- Steve> would render each line as TWO lines, each line being the color of
- Steve> the face it faces.) This would be annoying when you are
- Steve> designing, hence the flag. Then you can select color, reflection,
- Steve> and filter to see/modify. Hmmm... can't think of a much better
- Steve> way of doing it.
-
- I just thought about this, and believe it would be possible to
- simply run ReadTDDD on the object, write it out to a file (the results
- will most likely be *huge*) and then look at the color information
- directly. Of course, attempting to figure out which "face" is which
- will be extremely challenging by just looking at the numbers, but at
- least you can see how the colors vary.
-
- I didn't post this to the list because it is not that good of a
- solution. It was just a thought that you might want to check out.
-
- -- Glenn
-
- glewis%pcocd2.intel.com@Relay.CS.Net | These are my own opinions... not Intel's
-
- ##
-
- Subject: Re: import object into form editor
- Date: Mon, 11 Feb 91 10:05:52 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Feb 8, 10:29am, Thorsten Ebers wrote:
- } Subject: import object into form editor
- }
- } Hello,
- } i have problems importing created objects with the detail editor into
- } the form editor.Is it not possible ? When I create a object with the forms
- } editor I can export to the detail ,modify it there,and import again in the
- } form editor.Any hints ?
- } Thorsten
- }
- }-- End of excerpt from Thorsten Ebers
-
- Well, as I understand the manual, you cannot load detail objects into the
- forms editor. It is probably because the forms editor requires a
- particular format for the pool of points that make up an object. I haven't
- tried modifying a form object in detail, saving it and going back into
- forms with it. I accidently loaded a detail object into forms and my
- system went "boom" so I wouldn't recommend anybody else try that. I always
- keep two copies of form objects--one in the forms format and one that
- contains attributes from the detail editor.
-
- --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: World & Rotating Objects
- Date: Mon, 11 Feb 91 17:21:09 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- I don't think you can legally upload clip art for me, but I don't know about
- an altered version. I also don't need the Imagine files either since I
- wouldn't have the image to wrap around it. If you come across one that is
- PD or alter that clip art one enough to feel like chancing a transfer, I
- would appreciate the image (e-mail or at Xanth). Thanx.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: Rotating objects, forms editor<>detail editor, morphing cycles
- Date: 12 Feb 91 10:20:04 MET (Tue)
- From: her@compel.dk (Helge Egelund Rasmussen)
-
- [..Rotating objects]
- =====================
-
- John J. Rosner <dkuug!europa.asd.contel.com!rosner> wrote:
- > The second way is using the STAGE EDITOR's ACTION EDITOR's alignment function.
- > Unfortunately it doesn't work all that well, for me anyway. I would expect
- > one could say 360 in alignment and that should do it. No, it stands still.
- > I have had varied success with using 180 and 180 and 90, 90, 90, 90. As for
- > the direction of rotation using plus or minus should affect it but the world
- > is the only one that insists on going clockwise. I did a rotating torus using
- > 180, 180 and it rendered rotating counter clockwise, I redid the world and in
- > the STAGE EDITOR it rotated counter clockwise when I rendered it, it was going
- > clockwise again. I guess more superstitious behavior will be required to get
- > it going right, sigh.
-
- The values given in the alignment requester in the action editor is absolute
- not relative (I think).
- I have rotated a object through 360 degrees in 10 frames by adding 2
- 5-frame alignment timelines. The first one had a Z value of 180 degrees and the
- other had a Z value of 360 degrees. This made the object do a 360 degree
- anti-clockwise rotation.
-
- Maybe the object would turn the other way (ie. clockwise) if you used
- -180 and -360 in the two requesters.
-
- [..Forms editor <-> Detail editor]
- ===================================
-
- Thorsten Ebers <dkuug!unlisys.in-berlin.de!robocop> wrote:
- > i have problems importing created objects with the detail editor into
- > the form editor.Is it not possible ? When I create a object with the forms
- > editor I can export to the detail ,modify it there,and import again in the
- > form editor.Any hints ?
-
- According to the manual you CAN'T load detail editor objects into the
- form editor.
- The reason is that the form-object contain 'symmetry information' that isn't
- found in the detail-objects, and that the detail-objects contain attribute
- information that isn't found in the form-objects.
- However, the manual also state (wrongly) that you can't load detail objects
- into the cycle editor, so it MIGHT be possible to do it somehow.
- I'm nearly sure, however, that you can't CREATE an object in the detail editor,
- and then load it into the forms editor. It might be possible to create an object
- in the forms editor, assign attributes to it in the detail editor, and then
- modify it again in the forms editor.
-
- [.. Morphing cycle objects ..]
- ===============================
- As Scott mentioned earlier, it is in fact possible to morph a cycle object.
- Here is another example showing how to do it:
-
- I loaded the head of the 'Batman' object into the cycle editor, and
- 'pulled his nose' using the 'drag points' command.
- Then I loaded the Batman walk-cycle that I had created earlier and assigned
- the new head to the corresponding segment.
- Then I saved the modified cycle under a new name.
- In the cycle editor, I then added the original cycle in frame 1 only.
- Then I added the modified cycle in frame 2 to 20 (setting the cycle count
- to 1.0 and the transition length (??) to 18).
-
- When I rendered this anim, Batman took a step, and his nose grew!!!
-
- With a little bit of experimentation, I found the following restrictions
- on what is possible:
- - The two morphing cycles must have the same 'group' structure.
- - They must have the same 'keyframe' structure (I got this message when trying
- to morph a shapshot of a cycle object into a cycle).
- - Each subobject in the first cycle must have the same number of points and
- faces as the corresponding subobject in the other cycle.
-
- It seems that Imagine can do a lot more than is implied by the manuals :-) :-)
-
- 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: Cycle objects not cycling!!
- Date: Tue, 12 Feb 91 19:38 EST
- From: "Doug Bischoff" <DEB110@PSUVM.PSU.EDU>
-
- I created an object (a radar dish) in the detail editor, joined all the
- parts together so they were one object, then loaded it into the cycle editor.
- No problem so far. Then, I made it into a 40 frame cycle of it rotating about
- the Z axis. No problem still. I test-animated it there in the C.E. and it
- looked perfect. No problems.
- Yet no matter what I try, I can't get it to budge in the Stage Editor!
- The cycle is from frame 0 to frame 39, the animation is 240 frames, and the
- object is set up to cycle itself 6 times.
- The thing doesn't move throughout the entire animation.
-
- Also, I'm having no luck getting brush mapping on curved surfaces to work.
- Can anybody tell me EXACTLY where to place the darn axes and which limbs have
- to be scaled to the right proportions and what the attributes should be, etc?
- I am rather clueless. Thanks for all the help!
-
- P.S.: Is anybody else running out of Hard Disk space rather quickly
- because of Imagine's strange "compression" format? I've got 13
- megs tied up in 20 seconds of simple animations.
-
- /---------------------------------------------------------------------\
- | -Doug Bischoff- | *** *** ====--\ | "I'm not God... |
- | -DEB110 @ PSUVM- | * *** * ==|<>\___ | I was just |
- | -The Black Ring- | *** *** |______\ | misquoted!"|
- | --- "Wheels" --- | *** O O | -Dave Lister |
- | Corwyn Blakwolfe | T.R.I. ------------- | RED DWARF |
- \---- DEB110@PSUVM.PSU.EDU D.BISCHOFF on GEnie THIRDMAN on PAN -----/
-
- ##
-
- Subject: Rotating Objects
- Date: Wed, 13 Feb 91 06:30:02 EST
- From: John J. Rosner <rosner@europa.asd.contel.com>
-
- "Doug Bischoff" <DEB110@psuvm.psu.edu> writes:
-
- > I created an object (a radar dish) in the detail editor, joined all the
- >parts together so they were one object, then loaded it into the cycle editor.
- >No problem so far. Then, I made it into a 40 frame cycle of it rotating about
- >the Z axis. No problem still. I test-animated it there in the C.E. and it
- >looked perfect. No problems.
- > Yet no matter what I try, I can't get it to budge in the Stage Editor!
- >The cycle is from frame 0 to frame 39, the animation is 240 frames, and the
- >object is set up to cycle itself 6 times.
-
- My problem exactly. Is your object to be cycled a single object? I have
- found the cycle editor does not work on single objects, but only objects
- with relative motion, that is having moving parts. If your object enters
- the stage editor as one piece then maybe the stage editor thinks there is
- nothing to cycle. If your object is rotating on top of a fixed base in the
- cycle editor then my theory is blown and never mind.
-
- Interested in hearing more,
- John Rosner
-
-
- ##
-
- Subject: loading and saving Cycles
- Date: Wed, 13 Feb 1991 10:32:18 GMT
- From: S.Menzies@CAM.ORG (Stephen Menzies)
-
- I'm curious whether anyone else is having this specific problem:
-
- I have been working (for sometime) on several cycled objects,
- often saving their progressions to disk and only once in awhile
- loading them back into the cycle editor. All of a sudden I started to
- get "Not a (proper) animated object" requester on all of my cycled
- objects when I try to load them. Suspicious of the computer itself,
- an accelerated A2000HD, i moved the files to an A3000. Same thing,
- they won't load. Sooo, I experimented. This is what I found: A cycle
- can be saved dozens and dozens of times and then reloaded. No problem.
- But if a cycled (any) object or even a cycle without assigned objects
- is saved and reloaded 7 (!) times, and then saved once more (now 8 saves),
- it cannot be reloaded!! My cycled objects all died! I have recreated
- this problem (bug?) on both the A2000 and 3000, over and over again.
- I should add, that I am running the same version (copy) on both
- machines. Anyone want to test this out with their copy and let me know
- what happens? To clarify: make a small cylcle. Save and reload over
- and over to you get a requester stating "not a (proper).....)
-
- thanx -stephen
- --
- Stephen Menzies
- Email: S.Menzies@CAM.ORG
-
- ##
-
- Subject: Wrapping
- Date: Wed, 13 Feb 91 14:48:24 EST
- From: spworley@ATHENA.MIT.EDU
-
- I've been playing with brush wrapping, and I thought I had it down,
- especially with the Mike Halvorson brush-wrapping article. I've wrapped
- lots of spheres, ad don't have too many problems.
-
- I made a nice coke-can object with tab and everything, and wanted to
- wrap a logo on it. No problem! Just a wrap x, flat z wrap, which I
- had great luck with with some primative cylinders. The results? Ghastly!
- There is definately SOME effect on the can, but it ain't MY image. If
- it is, its some small part stretched and distorted beyond recognition.
-
- Hmmmm, says I. Must have placed the axis wrong. Try again. 5 times.
- Hmmm, says I. I must be stupid. I make a primative cylinder the same
- size as the can. First try- perfection. I carefully place the can's
- brush axis in exactly the same orientation. Seventh try- mush.
-
- Wrapping kinda died for this complex object. I also tried Wrap X Wrap Z
- and had no luck. I've done simpler objects and primatives lots of
- times, though.
-
- Keep on rendering,
-
- Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: Wrapping
- Date: Wed, 13 Feb 91 16:05:03 -0500
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- spworley@ATHENA.MIT.EDU writes:
- > I made a nice coke-can object with tab and everything, and wanted to
- > wrap a logo on it. No problem! Just a wrap x, flat z wrap, which I
- > had great luck with with some primative cylinders. The results? Ghastly!
- > There is definately SOME effect on the can, but it ain't MY image. If
- > it is, its some small part stretched and distorted beyond recognition.
- ...
- > Wrapping kinda died for this complex object.
-
- I've had exactly the same problem with a Mountain Dew can, and could
- not for the life of me get the wrapping to work. Then, in
- desperation, I tried Flat x, Flat z and that produced a projection
- onto and through the can. At first glance this was ok, until I became
- aware of the distortion around the sides |-(
-
- I've now decided that it's easiest (although certainly not fastest) to
- convert the brush to a flat image and merge that into the can proper.
- This has its good and bad points, of course. :-/
-
- If anyone has better luck, and can provide a recipe that works, PLEASE
- don't hesitate to mail it to the list!!
-
- (2.0 _better_ get things working intuitively)
- ___
- ._. Udo Schuermann / | \ "There is no Way to Peace.
- ( ) walrus@wam.umd.edu \/|\/ Peace is the Way!" -- Gandhi.
- ~~~
-
- ##
-
- Subject: Glass
- Date: Wed, 13 Feb 91 16:05:09 EST
- From: spworley@ATHENA.MIT.EDU
-
- The Art Of Glass.
-
-
- Glass is perhaps the hardest look to perfect. It is obviously a worthwhile
- attribute to use, but it is tricky to get it just right.
-
- The first obstacle is just to get it working. The MOST common complaint
- is "I can't make ANYTHING transparent". The reason is a bug in Imagine.
- ANY shininess in an objects attributes shuts down transparency. You
- have to use 0 shiniess. Not a small amount, zero. Only then can you get
- it to function.
-
- Transparency is controlled by the filter attribute. The higher the attributes,
- th more light of that color gets though. In this way, the name "filter" is
- a bad choice in my opinion- to filter light completely, you select 0 0 0.
- Good transparency needs a good amount of amplitude. Subtle amouts just do not
- show up. For a transparent object, 200 is the smallest I use, but you
- can experiment. Objects that you can see clearly through I usually pump
- up to 240-255. Also, glass has a SLIGHT bluish tinge, so I use
- RGB= 250,250,255. Cherry Jello might be 240, 140, 140.
-
- Glass is a real light reflector- It has very bright, tight highlights. I crank
- specular up to 255,255,255, and hardness up to 255. Having soft higlights
- looks wrong and also blocks out some of the image coming though.
-
- If you want to use glass, don't forget the index of refraction. The
- index of refraction tells how much light bends when it moves from one
- media to another. The larger the index, the more the bend at the
- intesection. A value of 1.0 makes no bend, and is like air. A value of
- 2.9 will bend light so far that it's almost unreal. A list of refractive
- indeces-
-
- Air 1.02
- Ice 1.309
- Alchohol 1.329
- Water 1.333
- Glass 1.50
- Quartz & salt 1.644
- Diamond 2.417
-
- Remember, setting a sofa to being transparent with an index of refraction of
- 1.309 will NOT make everyone say "Wow! Its made of ice!" The other attributes
- are just as important in giving transparent objects character.
-
- Also, with the index of refraction too high, light coming though will be so
- bent there will be no image recognizable. Especially for objects that are
- large or complex, a lower index of refraction looks better (and traces faster!)
- Anything that is transparent becomes a lens, and a sofa is a crummy optical
- instrument. For a transparent sphere, I had to lower the index to 1.08 to
- make objects on the other side recognizable.
-
- Roughness and altitude maps are particularly effective with transparent
- objects. The direction light bends depends on the surface orientation at the
- spot it enters and nothing else. Thus, a rough or altituded (?) surface adds
- a lot of effect to the transparent light. Think of a fresh ice cube- you
- see a lot of light though it, but the frost on the outside makes it hard
- to look at anything THROUGH it. If the frost melts, the outside surface is
- smooth, and you can see though the ice pretty easily.
-
- I prefer using a
- random altitude map made by using the airbrush in DPaint III than using the
- rougness attribute. The reason has to do with roughness being a random
- surface direction change (like it should be), but its not consistant from
- frame to frame of an anim- it looks like there's lots of bugs crawling on
- it, to steal Scott's complaint.
-
- The surface direction is very important to the character or transmitted light,
- so Phong shading is very important as well. Phong shading smooths objects
- made of polygons into a smooth(er) surface, as opposed to having faceted
- sides like a cut jewel. Phong shading is used for determining the direction
- light bends, so (just like roughness) it will make the character of your
- object change.
-
- A note- If you have any of the objects I put on ab20.larc.nasa.gov, some
- objects are NOT phong-shadable. This has to to with them having duplicate
- points and edges so Imagine doesn't realize the faces are adjoining. To fix
- this, use an undocumented feature in the detail editor, called "Merge" to
- merge the dupicate points, then you should be fine. The objects in the
- first two files on ab20 are all this way- the files 3-5 I think I caught
- most of them and already merged them.
-
- The color that you set glass determines the shade Imagine will give to
- non-perfect glass- ie glass without transparency set at 255 255 255. Black
- ( 0 0 0 ) works well, since then the color doesn't cover up the image.
- You can experiment, though.
-
- One last important attribute of glass is reflection. Glass reflects
- light a little bit, so should be slightly reflective. Too reflective,
- and the transmitted image gets overpowered. Think of a window- you see
- though it quite clearly without seeing much reflection. At night, when
- there is little light coming though, you can see the mirror-like qualities
- of the glass. Transparency should almost always dominate. Good value
- for reflection are in the range 30-60, and again, I use a SLIGHT blue tint.
-
- A fun, advanced topic is lenses. You can make them, and they'll actually
- work! To make a simple lens, make a primative sphere of a pretty hefty # of
- slices and sections (like double the default). Go to "select points"
- mode, and use the dragbox to select all but the top 20% of the sphere.
- Delete these points. Move the axis to the very bottom of the half-lens
- using M (shift-M). Make sure that the axis' Z location is as close to the
- Z locaton of the bottom ring of points as you can (important!) Then select
- the object, COPY it, PASTE it. There are now 2 identical half-lenses on
- top of each other. Select one, then use Transformations to scale it
- x=1.0 y=1.0 z=-1.00 mirror reverse it. If your axis is placed right, you'll
- have both half lenses sharing the center (previously bottom) row of points.
- Select both halves, then JOIN them into a single object, then MERGE them
- to get rid of the duplicate points in the center. Set the attributes to
- glass, and Voila! a lens! It works! This is a converging (magnifying)
- lens, and you can try a diverging lens, though I haven't, yet. The
- lens will also take much larger indexes of refraction without munging
- the image, unlike the sofa. Quick rules- object far away, you'll see
- it upside-down. Too close, it will be really big and out of focus. At
- the focal length, it will be in focus and magnified. Focal length
- is proportional to R (of the sphere) and the index of refraction. Kinda
- advanced, but lotsa fun.
-
- Steve's cool transparent ball-
-
- Color =0 0 0
- Transp= 250 250 255
- Reflec= 49 49 53
- Specular= 150 150 150
- hardness= 255 255 255
- rough=0
- shininess=0 (CRITICAL)
- Index=1.08
-
-
- Anyway, this is Steve's lecture on transparency and you. Keep posting
- to the list!
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
-
-
-
- ##
-
- Date: Wed, 13 Feb 91 22:14:54 -0500
- From: david r watters <watters@cis.ohio-state.edu>
-
- Up to now all of my graphics work has been with one company with a
- prearranged agreement. I am going to start doing some extra work on the
- side and I was wondering what the standard rate some of you are charging
- is.
-
- Do you charge by the hour, frames, complexity, or anim time (per second)?
-
- I would appriciate any information.
-
- David
-
-
- ##
-
- Subject: Brush mapping.
- Date: Thu, 14 Feb 91 00:53:45 -0500
- From: david r watters <watters@cis.ohio-state.edu>
-
-
- Sorry but I don't know how to comment other peoples mail....
-
- Regarding the mapping of the coke can that didn't work with the whole can
- but did on a simple cylinder...
-
- Is the Can, including the top and the tab, one object. Is the brush being
- wrapped onto parts other than the side?
-
- Regarding Bump mapping (altitude)....
-
- What is the best way to get good results? I bump mapped a 100x100 brush that
- had 8 shades of gray, and although it partially worked, It looked like a
- bad Photocopy. It had darkeness comming out around the boundries of where
- the brush was cut out and the altitude on one side was darker than on the other.
-
-
- As far as color mapping with an F/X.
-
- I did two animations with a waving flag. One using a plane with a ripple
- F/X and one using cells from Terrain. I noticed that the brush followed the
- waves up and down on the terrain version, but on the ripple F/X version the
- brush map stayed stationary and the waves when up and down through it.
-
- Is this always the case? This is probably stated somewhere in the manual
- but me and manuals don't talk too much.
-
-
- Last question.... I promise.
-
- Any words on new versions of the software. There are quite a few bugs and
- I could always stand a new feature or two! :-)
- If we are registered, would these upgrades be delivered automatically, like
- my pagestream is, or would we have to learn about it on our own and orderwok
- it?
-
- ThanksxD.....
-
- David
-
- ##
-
- Subject: Impulse newsletter
- Date: Thu, 14 Feb 91 09:05:20 PST
- From: "Mark W. Davis 206.865.8749" <davis@soomee.zso.dec.com>
-
- According to the Impulse group on People/Link there should be
- a newsletter coming out "within the next two weeks" advising
- you on the status of the Imagine update, an upcoming "attributes
- how-to/tutorial/example disk", and other matters relating to
- registered Impulse product users.
-
- mark
-
- ##
-
- Subject: Administrivia
- Date: Thu, 14 Feb 91 13:32:16 EST
- From: spworley@ATHENA.MIT.EDU
-
- The list goes well. We had a surge in membership last week that
- brought us from 70 to 90.
-
- The problem of getting bounce-like messages when you post was solved.
- Apparently, it was a mailer at DEC that wasn't mailing a bounce back
- to imagine-owner@athena (me!), it was mailing it to everyone in the
- "From:" line. I re-routed the mail and it went away. This morning,
- mail to Viet Ho started doing the same thing (argh!) so I re-routed
- that. This SHOULD solve the problem.
-
- A few users have asked me about posting polices and guidelines. Here's
- my opinion, and we can debate it if necessary.
-
- 1) Don't be afraid to post _anything_ to the list. We have a VERY high
- signal-to-noise ratio (unlike netnews!) and very, very few "cruft"
- messages. If mindless posts become common, then I (or others) can send
- personal e-mail saying "hey, you're not really adding anything." This
- is not anywhere near being the case now, so I'd encourage everyone to
- write. Don't worry if you have a stupid, or beginner question- I'll
- bet you you'll get a proper response that will help you. I know all
- about Imagine's learning WALL, and I'm more than ready to help, and
- so are others.
-
- 2) Anything posted to this list, unless you specifically mention it in
- the post, is public domain. You can print them out, hang them on the
- wall, sell them to your friends, whatever. This means you can freely
- excerpt parts and post them on BBSs or whatever. It is VERY bad practice
- to leave out the author's name and the source (the USENET Imagine List).
-
- 3) More members is a good thing! This is not an exclusive club, and more
- people will make more good ideas and questions. If you know someone
- who might be interested have them e-mail ME (spworley@athena.mit.edu) and
- I'll add them. You can also post "join the Imagine mailing list"
- notices wherever. In fact, if ONE of you wants to post an
- article to comp.sys.amiga.graphics, I'd appreciate it. Its the only
- amiga newsgroup I don't get... grrr. This list was originally anounced
- in comp.sys.amiga.misc, and has only had one "join now" post. Remember,
- its free, its about Imagine & 3D on Amigas, anyone can join, and
- they should mail ME (spworley@athena.mit.edu) to join.
-
-
- 4) Last, any administrivia questions, mail me (spworley@athena.mit.edu).
- I am the person who adds/deletes members, handles mailer problems (all
- of them! Arggh!) and manages the list. To post to the list, just send
- mail to imagine@athene.mit.edu and everyone on the list will get a
- copy. It's just that easy!
-
-
- Thats it for now. Incidentally, thanks for all the personal e-mail about
- my transparency article. I'm glad so many of you liked it.
-
- Helge- Is castle PD, as long as you're credited?
- Glenn Lewis- I'll see what I can do about the new TDDD description.
-
- Keep on rendering! [2 weeks to the 040 boards!]
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: EHB Brushes
- Date: Thu, 14 Feb 91 14:15:20 -0500
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- Has anyone had success using Extra Halfbright brushes in Imagine?
- I've tried mapping Rick Park's "Clipper" (amazing picture!!) onto an
- object, and Imagine complained that it couldn't load the brush.
-
- Does anyone know of a way to convert such EHB pictures into HAM or
- some other format?
-
- ._. Udo Schuermann
- ( ) walrus@wam.umd.edu
-
- ##
-
- Subject: Imagine 2.0 Info!
- Date: Thu, 14 Feb 91 13:09:34 EST
- From: spworley@ATHENA.MIT.EDU
-
- I talked with Rick Rodriguez, author of the manual. He told me:
-
- 1) No 2.0 for a while! They're working on their 24bit paint program first.
-
- 2) However, Version 1.0A RSN! (Like in a week or two!) Bug fixes, plus:
-
- -Luminous objects
- -Posing cycle objects in detail
- -Simpler definition of key frames
- - "A ton of other features"
-
-
- This is all I know, so I can't answer questions. However, we'll all
- hopefully have it in our hands 2 weeks from now, and we can find
- out ourselves!
-
-
- Keep on rendering!
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
- ##
-
- Subject: v1.0A comments
- Date: Thu, 14 Feb 91 11:14:07 -0800
- From: echadez@carl.org (Ed Chadez)
-
- On Feb 14, 1:09pm, spworley@ATHENA.MIT.EDU wrote:
- } Subject: Imagine 2.0 Info!
- }
- } I talked with Rick Rodriguez, author of the manual. He told me:
- }
- } 1) No 2.0 for a while! They're working on their 24bit paint program first.
- }
- } 2) However, Version 1.0A RSN! (Like in a week or two!) Bug fixes, plus:
- }
- } -Luminous objects
- } -Posing cycle objects in detail
- } -Simpler definition of key frames
- } - "A ton of other features"
-
- ALLRIGHT! This is Wonderful news, Steve. Personally, luminous objects is
- something that I actually have a use for. I would love to hear the "ton of
- other features" but understand Impulses's policy of adding stuff as it's
- going out the door, so to speak.
-
- [toggel soapbox mode: on]
-
- Fair warning, my friends. Version 1.0 was scheduled for May, 1990 and I
- didn't receive version 0.9 until around october, so NOBODY HOLD THEIR
- BREATH for version 1.0A.
-
- Like many of you, I've been reading comp.sys.amiga.misc, and have read lots
- of flames about AmigaDOS version 2.0 for non-3000 owners (why isn't it out
- yet, don't they know we want it yesterday, and so on). I've got my own
- opinions on THAT issue and I don't want to bring them here.
-
- All I want to say is, Impulse should concentrate on their user services
- (the people who answer the phone when you call for help). An updated
- version of Imagine would be great, but what would be just as good is more
- information on how to use the tools we have now (I understand the upcoming
- newsletter contains just that.)
-
- So when Mr. UPS finally brings v1.0A to your office, your home or whatever,
- I'm sure we'll all be grateful. But until then, I recommend that you don't
- waste your time wondering what's taking Impulse so long to get it out the
- door.
-
- Thanks for the ear, my friends. I promise further letters from me won't be
- as preachy (or as long).
-
- --Ed Chadez
-
- ps--BTW: am I the ONLY Amiga500 user that runs Imagine? I get the feeling
- that the rest of you speed demons are using 2x00s/3000s. I've got two megs
- of memory and a hard disk. I'm thinking of getting a MegaMidget Racer
- (info/comments? eMail me) which will give me 25Mhz '030/'882 capabality, just
- so I can catch up to the rest of you. And Steve--keep up the good work!
-
-
- --
- ------------------------------ 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: EHB Brushes
- Date: Thu, 14 Feb 91 23:42:30 -0500
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- On Feb 14, 2:15pm, Udo K Schuermann wrote:
- } Subject: EHB Brushes
- }
- } Does anyone know of a way to convert such EHB pictures into HAM or
- } some other format?
-
- On Thu, 14 Feb 91 13:09:05 -0800, Ed Chadez suggested:
- > If you have digipaint iii/transfer 24, I think you can use that. However,
- > there MUST some ftp/pd stuff out there (ab20, for example) that will
- > convert half-bright to ham. Also, if you have ANY ham paint packages, you
- > may want to try loading this picture into it. I know Photon Paint (1.0,
- > that is) will read plain 320x??? 32 color files and convert them "on the
- > fly" to ham, and it does a good job. I haven't tried v1.0 with half-bright
- > (64) colors.
-
- Thanks, Ed, but I've tried both DigiPaint and PhotonPaint (both very
- old, v1.0?) and both nearly did the job, but no cigar. DigiPaint did
- overall a better job, but the rocks were neon red and blue with a bit
- of yellow and green sprinkled in. PhotonPaint made the rocks nearly
- disappear and gave the picture a very washed-out look, and had a few
- minor color problems.
- Both do fine with 32 color pictures and "normal" stuff, but
- EHB is something that every program has trouble with. <sniff!>
-
- ._. Udo "still looking for an EHB->HAM converter" Schuermann
- ( ) walrus@wam.umd.edu
-
-
- ##
-
- Subject: EHB brushes
- Date: Fri, 15 Feb 91 07:44:19 EST
- From: spworley@ATHENA.MIT.EDU
-
- There is absolutely NO question what the best converter program is- it's
- The Art Department. It does the cleanest conversions and scalings I've
- ever seen on the Amiga, and is very easy to use. It also handles all
- standard Amiga picture formats, and you can get loaders for weird formats
- like GIF and Targa. It can even read and write the funky Impulse format
- RGBN.
-
- In fact, you can convert the EHB into an IFF24 file instead of a HAM
- picture and avoid any fringing artifacts.
-
- Art Department is a slick program, and I'm very happy with it, though it
- has two problems. It EATS memory, cuz it translates ALL pictures to 24 bit
- to scale or convert them (the source of the high quality) so you'll really
- need at least 2 megs, preferably more, do work with pix of any decent size.
- The second problem is the company's philosophy of "We we give them an
- excellent product, the best on the market, and make them pay for it." The
- Art Department costs $90.00, and Art Department Pro, which adds AREXX and
- 2 or 3 extra formats costs $200.00. Loaders for Targa and other formats
- (there are a lot) are $25.00 a shot. I think these prices are too high,
- but I am so impressed with the quality of its images that I think at
- least The Art Department is worth it.
-
- I'm not connected with these guys, I'm just a happy user.
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Algorithmic Textures in Turbo Silver
- Date: Fri, 15 Feb 91 07:48:58 EST
- From: spworley@ATHENA.MIT.EDU
-
- I have some questions aboout textures and effects. I am a C hacker at heart,
- and I'd LOVE to make my own algorithmic textures. I have never used Turbo
- Silver (Imagine is my first 3D modeler/renderer), but I understand that you
- could actually create textures in C and use them. Is this true? And the big
- question: DO THESE TEXTURES WORK IN IMAGINE?? I would really like to do
- some hacking with them.
-
- I also have ideas for effects, like "Crumble" which I'm tempted to
- do anyway using TTDDD and saving about 50 objects and just showing them each
- in order.
-
- What textures/effects would people like to see? I can think of lots:
-
- Textures:
-
- Rock/granite Wood doesn't cut it, though it makes a nice sandstone.
-
- Dirt Not for soil, but to make ANYTHING look weathered and
- non-perfect. Incredibly useful!!
-
- Cloth Fine crosshatch
-
- Clouds Wispy, transparent. For steam & smoke too!
-
- Fur Tough.
-
- Scales/shingles Fish + Roofs
-
- Pebbles For sand (very small) or stone texture
-
- Grass
-
-
-
- Effects:
-
- Group explode Children fly off spinning, not faces
-
- Chunk explode Breaks object into setable # of children along
- "weak" lines, then group-explodes them.
-
- Crumble Fun! Would have to assign a baseline or ground.
-
- Dissolve From evaporating water to a Star Trek transporter
-
- Fire/Flame Shifting luminosity/transparency makes object have
- surface flames.
-
-
-
- Also, it might be very interesting (and not THAT hard) to extend textures to
- altitude mapping. So the cloth texture at a very coarse, burlap-like setting
- would have light bounce off of the fibers with shadows in the interstices.
- (great vocab word!) Doesn't seem that hard, but I'm not the one trying to get
- Imagine to do this. (Yet!)
-
- Anyway, if someone can e-mail (or post; it's quite relevant) how textures could
- be programmed in C in Turbo Silver and if they work in Imagine, I'd be
- very interested.
-
-
- Keep on Rendering!
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
- ##
-
- Subject: Re: Algorithmic Textures in Turbo Silver
- Date: Fri, 15 Feb 91 07:55:04 MST
- From: marvinl@amber.rc.arizona.edu (Marvin Landis)
-
- > I have some questions aboout textures and effects. I am a C hacker at heart,
- > and I'd LOVE to make my own algorithmic textures. I have never used Turbo
- > Silver (Imagine is my first 3D modeler/renderer), but I understand that you
- > could actually create textures in C and use them. Is this true? And the big
- > question: DO THESE TEXTURES WORK IN IMAGINE?? I would really like to do
- > some hacking with them.
-
- Yes you could write your own textures in C for Turbo Silver, however I never
- saw anyone create any extra textures. I started to write my own clouds
- texture one time, but textures were not very well documented and I could never
- get it to work correctly.
-
- However, the textures from Turbo Silver do not work with Imagine. I saw
- a message once from Mike Halvorson that said TS textures cause Imagine to
- "blow up", I have never tried it though. I talked to Mike on PeopleLink
- the other day, and he said the object format and the texture specifications
- would be released soon (the last half of Feb), so maybe if they send out a
- newsletter we will get more information about obtaining these things.
-
- Marvin Landis
- marvinl@arizona.edu
-
- ##
-
- Subject: Re: EHB brushes
- Date: Fri, 15 Feb 91 15:32:51 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Geesh! What's the biggest image you can load with only 2 megs? I have 5 and
- TAD (or ADPro for that matter) won't let me load a 1024x800 or larger image?
- When I use 2.0 and lose 512 K, I can't load anything bigger than 640x480 (no
- vert _AND_ horz overscan, only one or the other). Anyway, what's your limit?
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
- P.S. BTW, is that comment about the '040 board a general comment or are you
- getting one yourself. I might have a deal with GVP to Beta test their '040
- in a month or two. I hope...I hope....I hope...I hope...
-
-
- ##
-
- Subject: Re: EHB brushes
- Date: Fri, 15 Feb 91 17:38:08 -0500
- From: david r watters <watters@cis.ohio-state.edu>
-
- Rick is right. I had 3megs and when using ADPro I couldn't do anything
- worthwhile. Adding another two megs seems to have resolved this.
-
- Dave
-
- ps. Does anyone want to send me some ideas on what a good freelance fee is?
-
-
- ##
-
- Subject: Re: EHB Brushes
- Date: Fri, 15 Feb 91 15:11:12 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- I don't know of any PD prgs, but If you'll send the pic to me I'll xlate it
- for you and return it ASAP ...
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
- Q
-
- ##
-
- Subject: wrapping tubes
- Date: Fri, 15 Feb 91 21:22:52 -0500
- From: denbeste@ursa-major.spdcc.com
-
- Reading of the trials and travails some of you are having with wrapping labels
- on Coke cans, I decided to try it for the hell of it.
-
- Anyway, I didn't have any Coke label IFF's so I used a Sports Illustrated
- swimsuit IFF I had lying around - and got it working.
-
- After I post this, I'll be uploading an archive containing a working wrap
- that you can look at. One thing I found counter-intuitive:
-
- If the tube is one from the "primitive" menu, then it is symmetrical by
- rotation around Z. In that case, the proper settings are:
-
- Flat X
- Wrap Z
-
- The size of the brush is also somewhat counterintuitive: Given these settings,
- the X size of the brush doesn't matter: The IFF is stretched to meet on the
- back of the tube no matter what the brush X size is. (Except that for reasons I
- don't quite understand, sometimes when I set it big the brush went away
- entirely. So I didn't change it from its default size.)
-
- However, the Z size is extremely important, as you'll see if you examine my
- object.
-
- I didn't use "lharc" to create the archive because I couldn't get it to
- preserve the directory structure, so I used "zoo". To unpack the archive,
- perform the following steps:
-
- 1. Download "wrap.zoo".
-
- 2. Type the following CLI commands exactly:
-
- copy wrap.zoo Imagine:
- cd Imagine:
- zoo x// wrap.zoo
-
- (...so you better have an "Imagine:" set up before you try to do this. Use
- "assign".)
-
-
-
- ##
-
- Subject: Re: Algorithmic Textures in Turbo Silver
- Date: 16 Feb 91 10:04:40 EST
- From: Rick Rodriguez <76004.1767@CompuServe.COM>
-
- Steve, there is a Textures programming toolkit on Compuserve's AmigaVendor
- Impulse library. It's freely distributable. Unfortunately, these textures
- won't work in Imagine; however, you may try to contact Mike Halvorson
- and get a description of what changes need to be made to achieve
- compatability. You may also consider creating a textures and fx set of
- disks for sale. Mike is very receptive to entrepeneurial efforts which
- complement Impulse's product line.
- --Rick
-
-
- ##
-
- Subject: Track to Object
- Date: Sun, 17 Feb 91 17:08:28 PST
- From: drc@koko.csustan.edu (Dave Coughran)
-
- I saw this on PLink and thought I'd pass it along.
-
- In the Stage editor it is possible to re-track the camera to your object
- after moving the camera (or the object I assume, I didn't try it), just
- hit Right Amiga-C and hit return to clear the requestor, and the camera
- is now re-aligned to your object.
-
- I had been going back to Action and doing the delete-add-track sequence
- on the camera's actor bar.
-
- I don't know if it is in the manual or not, I know I didn't see it.
-
- Has anyone else had much luck with the lens idea, mine works but it still
- doesn't look quite right.....
-
- Thanks for all the useful information.
-
- David Coughran drc@koko.csustan.edu
-
-
- ##
-
- Subject: Yes 'Castle' is PD
- Date: 18 Feb 91 08:37:12 MET (Mon)
- From: her@compel.dk (Helge Egelund Rasmussen)
-
- Hi Steve,
-
- > Helge- Is castle PD, as long as you're credited?
-
- Yes it is, you may use it in any way you want.
- If you use it anywhere you should also credit Marvin Landis
- (marvinl@amber.rc.arizona.edu) who created the batman object.
-
- 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: Toaster/Lightwave 3D images
- Date: Mon, 18 Feb 91 11:29:59 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- I know, I know, this is the 'Imagine' mailing list not the 'Spew random
- dribble about other 3D rendering software' mailing list but since I know
- many of you use more than one 3D program (as I do), you may be interested
- to see what a non-raytracing program can do. So here is a copy of a message
- I posted to comp.sys.amiga.graphics:
-
- Over the past months I have received many requests to make available some
- demo images from Lighwave 3D, the rendering and animation software that
- comes bundled with the Toaster. So I have uploaded a few that I have created
- that show off some of Lightwave's capabilities. They are on ab20.larc.nasa.gov
- in incoming/amiga/Toaster_Pics. They are all interlaced overscan HAM images and
- took an average of about 30 minutes to render in 24bit 1536 x 960 resolution
- except for Blender and Tape which took 6.5 and 4 hours respectively because of
- shadow generation. The Teapot rendered in a speedy two minutes.
-
- Here is a quick summary:
-
- Blender: This was my contest entry into AV Video's Amiga design contest.
- It consists of various forms of media being jammed into an osterizer.
- Highlights of this image include glass, shadows, a very nice looking
- model of a compact disc (CD), marble counter top, and a digitized
- background image (my kitchen). This image is my favorite.
- City: An industrial city scape. Shows off the use of smoke (for smoke
- stacks) and depth cued fog.
- F15: A camoflaged (sp?) F15 flying over a field of trees. Of special note
- are the fractal noise clouds and the flame exhaust of the F15.
- Office: An office scene with various objects illuminated by a translucent
- hanging lamp and a lit candle.
- Tape: A reel to reel tape deck and synth keyboard in front of three colored
- spotlights. Shows multiple colored shadows and various surfaces including
- metallic lights, brick wall, carpet, and striped wallpaper.
- Teapot: The classic Newell teapot rendered with a rippling chrome surface.
-
- Anyway, hope ya like em. If you would like to receive a 24bit version, let me
- know, HAM just doesn't do these images justice!
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Toaster/Lightwave 3D images
- Date: Mon, 18 Feb 91 16:52:16 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- I'll grab the HAM versions ASAP, but I will definitely want many, if not all, of
- them in 24 bits if you are willing to send them to me. I don't have a 24 bit
- board yet, but I'll have a ColorBurst in a month or so (as soon as the FCC is
- done with it). Thanks, and if you'd like I can send you a composite of the
- 24 bit images I have so you can determine any you want me to send to you. Just
- let me know.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: Overscan, TAD, Cycles, Large Brushes.
- Date: Thu, 21 Feb 91 06:22:50 EST
- From: spworley@ATHENA.MIT.EDU
-
- 4 topics in one message!
-
- ------
-
-
- The Amiga's highest overscan resolution is 704 x 480 (Ignoring the nifty
- new ECS 4 color super-dooper-HiRes). If you select "overscan hires" from
- the size defaults menu, it instead gives you 704x440. I think the reason is
- they want a nice aspect ratio- 704x440 is a nice 8 by 5, whereas 704 by 480
- is a messier fraction that I don't want to figure out. (1.4666666666). If you
- want to use FULL overscan, you might want to change it to 480. The 440 isn't
- a limitation, just a preset.
-
- A surprising nice feature that I discovered while mucking with this was that if
- you render at greater than screen resolution (for a display board, or super
- high quality, or just to play around) when you hit "display" the image will be
- automatically scaled down to screen size for display. (Don't worry, the full
- resolution is still there!) This is nice- you can see the whole image without
- the sides or bottom cropped. The display speed (when drawing the image) goes
- to about 1/3 speed as it averages. I think that when it displays overscan, it
- uses a height of 440, like its default.
-
-
- ------
-
- Rick Tillery was complaining about The Art Department's memory squandering.
- I agree completely- that was one of my two gripes about it (that and cost).
- However, Rick says that he has 5M and can't load in a full overscan pic
- (704 x 480). Hmmm- I have 6M, and have no problem, (1/2 meg goes to Kickstart
- though, so we are close!) I started up Imagine [ :-) ] to eat up a meg, (about
- 4.5 free) and still had no problem. Perhaps its chip memory? I have 2M chip,
- 4M fast- perhaps TAD likes chip. Oh, maybe you have an older version. I'm using
- plain "The Art Department", version 1.0.3 [not ADPro].
- Another test was with 5M free, I loaded in an overscan pic, then scaled it to
- 110% (774 by 528). No problem. 120% didn't work, though.
-
-
- ------
-
- Important fact to know about closed paths. These paths are very useful for
- cycling animations (my favorate!). Each path will move whatever object or
- whatever is moving along it a certain distance along its cyclic length, ending
- up at its starting point. (reasonable!) The important fact to note is that the
- start and stop points of an object on a circular path are the same. So? Isn't
- that what we want? Yes, but sometimes we don't. Lets assume we have a closed
- path on a 5 frame anim, and the path is roughly circular. Here's what we get
- for object position:
-
- Frame Position
- ===== ========
- 1 0 deg
- 2 90 deg
- 3 180 deg
- 4 270 deg
- 5 0 deg
-
- Whats the point? Well, if we want cyclic animations the anim will be repeated
- endlessly and hopefully seamlessly. In this severe example, you can see it
- doesn't work! There are 2 frames with the object in the same position- it
- appears to pause as it gets back to its starting point. When I was rendering
- 80 frame anims, this pause was small enough I didn't notice much. In DPaintIII,
- you might remember the Move requester has a "cyclic" flag to set whether a move
- should go to the end point exactly, or to 1 step before. In this case, we are
- really looking for:
-
- Frame Position
- ===== ========
- 1 0 deg
- 2 72 deg
- 3 144 deg
- 4 216 deg
- 5 288 deg
-
-
- Whats the solution? Its pretty easy, you just have to remember to do it.
- Just make the cycle one frame longer than you need. Thats it! You can either
- set the actor's lifetime to end one frame before the path does (for complex
- scenes) or for simple scenes with all cycles ending at the last frame, you can
- just not render the last frame. My 80 frame anim is really 81, but I don't
- bother generating #81.
-
- What Imagine does is reasonable, but annoying if you don't realize how it
- defines starts and stops for closed paths.
-
- -------
-
-
- If you want to work with big brush maps, careful! Imagine seems to suck up
- a lot of memory with brush maps when its initializing them, then once it
- starts rendering, it gives it back. Example- I drew some pretty clouds in
- DPaint on a 1600 by 1000 16 color picture and mapped it onto a primitive
- 'ground' to use as sky. (bad naming, but it works.) I actually had to free up
- 3.5M before Imagine would render the frame. If I had less, I would get a "not
- enough memory for brushmap clouds.map..." message, and it would stop. Freeing
- up the memory made it work, and it was kinda fun watching my ram meter plunge
- to the very bottom readings ( 17K free!). Once it started to render ("1% done"
- as opposed to "initializing") I got 1.5M back, and I used it to run a
- term program, DPaint, and another copy of Imagine without a peep from the
- now-cloud-rendering Imagine. This memory squeeze also happened to me once
- when I was using 8 hires overscan pictures as brushmaps at once.
-
- Note that in each of these cases, I was using either a BIG map or many small
- ones. I've never had problems with normal sized ones. However, if you do run
- into these problems (perhaps its more common with smaller [ram-wise]
- systems) you'll know where the bottleneck is.
-
- -------
-
- "If you're not always running out of memory, you're not trying hard enough."
-
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
- ##
-
- Subject: Axis size anomaly
- Date: Thu, 21 Feb 91 09:15:23 PST
- From: "Mark W. Davis 206.865.8749" <davis@soomee.zso.dec.com>
-
- I have encountered this problem several times in my renderings, usually
- when using an extruded, TS, or odd-sized object(like a table). The problem
- occurs when the axes are smaller than the area of the object. The
- object will render with attributes incompletely applied. An example; I
- have created a 100x100x100 unit cube with its axes sized to 25x25x25 and
- colored red. When I render this cube parts of it will be WHITE, as if
- no attributes have been applied, and the white parts correspond to where
- the axes end. In this example, when viewing the cube from the front I
- would see a 25x25 red square and the other 75 units of the object will
- be white. The problem probably wouldn't show up with a cube but will
- with an irregularly shaped object like a table(legs and all) or a 3-D
- font. In order to get a proper rendering I have to resize and change
- the position of the axis until I get a correct rendering. I could
- probably live with this if it was consistent but when rendering a 70
- frame animation with an object that exhibits this problem some of the
- frames will render correctly and some will not. Pisses me off! ;^)
- I sent a query to Impulse through People/Link but they chose not to
- respond to my question. I am hoping that the new version of Imagine
- will address this, we shall see. Has anyone else observed this?
-
- mark
-
- p.s. I DID send another query to Impulse this week and am awaitinga
- response.
-
- ##
-
- Date: Thu, 21 Feb 91 12:27:43 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Does anyone know of any programs which allow translating LightWave objects to
- Imagine? I know other conversions exist, but is this one available yet?
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Date: Thu, 21 Feb 91 10:13:38 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- In a message From: spworley@ATHENA.MIT.EDU
-
- >4 topics in one message!
- >
- >------
- >
- >
- >The Amiga's highest overscan resolution is 704 x 480 (Ignoring the nifty
- >new ECS 4 color super-dooper-HiRes). If you select "overscan hires" from
- >the size defaults menu, it instead gives you 704x440. I think the reason is
- >they want a nice aspect ratio- 704x440 is a nice 8 by 5, whereas 704 by 480
- >is a messier fraction that I don't want to figure out. (1.4666666666). If you
- >want to use FULL overscan, you might want to change it to 480. The 440 isn't
- >a limitation, just a preset.
-
- Actually, the biggest screen size in hi-res is 768x482 in NTSC mode.
- Unfortunately, the actual video signal limits what is actually sent to the
- screen to about 736x480. The 768x480 aspect ratio is the same as 704x440 and
- 640x400 so this is a good one to use. I personally have started trying to use
- the 736x480 size because it covers my entire screen (704x440 doesn't with my
- A2320 de-interlacer and A1950) but doesn't waste memory on data that can't be
- viewed.
-
-
- >------
- >
- >Rick Tillery was complaining about The Art Department's memory squandering.
- >I agree completely- that was one of my two gripes about it (that and cost).
- >However, Rick says that he has 5M and can't load in a full overscan pic
- >(704 x 480). Hmmm- I have 6M, and have no problem, (1/2 meg goes to Kickstart
- >though, so we are close!) I started up Imagine [ :-) ] to eat up a meg, (about
- >4.5 free) and still had no problem. Perhaps its chip memory? I have 2M chip,
- >4M fast- perhaps TAD likes chip. Oh, maybe you have an older version. I'm using
- >plain "The Art Department", version 1.0.3 [not ADPro].
- >Another test was with 5M free, I loaded in an overscan pic, then scaled it to
- >110% (774 by 528). No problem. 120% didn't work, though.
-
- Gee, that's me....:-)
-
- Maybe I should clarify in detail what I have going. I have 4 hard drive
- partitions and usually use 256 buffers each (128x4 = 512K). Then I also run
- a beta 2.0 which eats another 512K. Now we are down to 3M of fast RAM and 1
- Meg of Chip and I cannot load a _768x480_ image. Once I went to ADPro I
- couldn't load a 640x480 image. When I want to work with these sizes (and
- larger up to 1024x800 but no more) I have to drop down to 1.3, kill SetCPU,
- reduce my hard drive buffers and I'm OK. It's just a pain that's all. The
- Digi View 4.0 software which also works with the full 24 bit data, has no
- problem in 4 megs, why can't ASDG do as well?
-
- >------
- >
- >Important fact to know about closed paths. These paths are very useful for
- >cycling animations (my favorate!). Each path will move whatever object or
-
- For those of you having Cycle problems, I think I had the same hassles and
- fixed it, although it was a pain!
-
- I created a pair of spheres separated by roughly their diameter and in the
- Cycle editor created a cycle of them spinning around a central axis.
-
- When I loaded it into the Stage editor, no joy. It wouldn't animate (even
- though it did in the Cycle Editor). I ended up having to creat a path from
- a point to that same point with no actual path and assigning the object to
- it. WHAT A PAIN! Anyway, in conquering this "feature" I found a _bug_.
- Whenever the first and last points are _exactly_ the same point, a line off
- to infinity appears. Even an offset of .0001 will fix this, but it looks
- like their clipping routines are doing a divide by 0. Oops, that's a no-no!.
-
-
- >"If you're not always running out of memory, you're not trying hard enough."
-
- I agree. I went over to a friend's who has a full 10 megs in her 2000. She's
- never even approached that and without trying it took me 10 minutes to run
- out of memory. Granted I was playing with 24 bit files on her Firecracker,
- but..... :-)
-
-
- Rick Tillery
-
-
- ##
-
- Subject: axis size fun
- Date: Thu, 21 Feb 91 12:32:49 EST
- From: pawn@wpi.WPI.EDU (Kevin Goroway)
-
- I found the same problem, but sort of in reverse. When mapping bricks onto
- a cube with the axis in the middle, yet smaller than the cube the results wer
- were as follows:
-
- each side had the "digital bounce" garbage in the center, in the shape of
- a square, and this was surrounded by bricks! (looked sorta neat actually)
-
- -Kevin
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
- | Worcester Polytechnic Institute | "It happens sometimes, people just |
- | Pawn@wpi.wpi.edu | explode, natural causes."-Repo Man |
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
-
-
- ##
-
- Subject: Re: axis size fun
- Date: Thu, 21 Feb 91 15:52:53 EST
- From: "Scott Sutherland" <sutherla@qtp.ufl.edu>
-
- Kevin Goroway wrote:
-
- >I found the same problem, but sort of in reverse. When mapping bricks onto
- >a cube with the axis in the middle, yet smaller than the cube the results wer
- >were as follows:
-
- >each side had the "digital bounce" garbage in the center, in the shape of
- >a square, and this was surrounded by bricks! (looked sorta neat actually)
-
-
- I had the same problem with my BRICK cube. What I actually saw was a 'dark'
- square in the center of each face of the brick. Get this... When I rotated
- the texture axis, this dark "shadow cube" rotated as well, so I got the
- projection of a rotated cube onto each face of the brick cube. I also
- got the "digital bounce" cr*p. Did you ever figure out a way to SOLVE this?
- If the axes are to be = to the SIZE of the object, as was suggested by the
- posted to Imagine@athena.mit.edu, is this ALSO true for the TEXTURE axis?
- Now, for NORMAL bricks the TEXTURE axis is placed in the center of the cube.
- With this geometry, would the axis lengths for a cube with sides of 50 units
- be 25 or 50???
-
- Any hints would be appreciated.
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Trace time versus object size...
- Date: Thu, 21 Feb 91 16:14:52 EST
- From: "Scott Sutherland" <sutherla@qtp.ufl.edu>
-
- All of us who are veterans of TS and neophytes of Imagine have
- found out, either through trial and error or by painful minutes on the phone
- with IMPULSE, that an object will trace faster if it is made larger. The
- "EXPLANATION" I once got from Mike H. was that a larger object has its points
- further apart and the 'octree' method they use has a lot of trouble when it
- has to calculate stuff for points close to one another (or surfaces close to
- one another). I do not know how correct this explanation is, but suffice it
- to say that it DOES work.
-
- Now, to give everyone a taste of how much of a difference it makes, let me
- tell you the following "story". I have been creating a mannequin in the
- DETAIL editor of Imagine using the spin, sweep, slice, and skin (the 4 S's!).
- I was NOT concerned with the actual size of the object at first, so I never paid
- attention to it. As I developed it, I tried test images of various parts with
- both the scanline and trace modes. Even though the object has NO reflection,
- transparency, and the lights cast no shadows, I was still surprised that the
- trace times were not much longer than the scanline times (10% greater or so).
- Well, when I FINALLY finished my mannequin (all 29 parts, and parts is parts..
- ... pieces parts ;^) was 1200 (yes, that is twelve hundred) units tall.
- Well, seeing that the universe is only + or - 1000 units on each axis by
- default, I figured that he was TOO big. Let's say I wanted to put him
- into a city scape and have him walk the streets. Well, for reasonably sized
- buildings, if the man is 6 ft. tall, the buildings will be 200+ feet tall.
- Using this analogy, my city would be 40000 ft tall, far exceeding the size
- of the Imagine universe. BTW, a 200x200 trace of my entire mannequin (many,
- many faces and points) at 1200 units tall takes ~4 minutes. The scanline
- time is ~3.5 minutes. Okay, I decided to shrink my object to be more
- proportional to the universe size. I decided to shrink him to 12 units tall
- (one unit = ~0.5 ft in my system). I did so, repositioned the lights and
- camera to give the same view I had before, and did a scanline rendering of
- it. It took 3.5 minutes, so I had no problems.
-
- Later I tried to do a full trace, and after a LONG initialization phase, I
- watched the % rendered number slow to a snails pace. For the sake of posterity,
- I decided to let the entire image render (again in 200x200). GET THIS... the
- rendering time was 45 MINUTES, over a factor of 40 longer than for my 1200
- unit mannequin. I increased his size to ~120 and the rendering took ~25
- minutes. NOTE: FOR ALL 3 sizes the SCANLINE trace times are UNAFFECTED.
-
- This is a SIGNIFICANT time difference and I hope it gives you a feel for just
- how much difference object size can make. I do NOT profess to understand
- the technical reasons why the size has such an effect, but since it IS true,
- Impulse should make the universe be as large as the user wants.
-
-
- BTW... Did anyone ever figure out how to change the WORLD SIZE, EDGE LEVEL,
- and/or the RESOLVE DEPTH from WITHIN Imagine (i.e. NOT having to alter
- the .CONFIG file after exiting Imagine and having to re-run it???
-
- Thanks,
-
- Scott Sutherland
- sutherla@qtp.ufl.edu
-
- ##
-
- Subject: Re: axis size fun
- Date: Thu, 21 Feb 91 16:50:20 PST
- From: "Mark W. Davis 206.865.8749" <davis@soomee.zso.dec.com>
-
- I am now in the habit of making the axis about 10 units larger
- than that object size when working with objects in general. For
- "special effects" I vary the individual axes as needed. I also make
- sure, when using textures, that no axis touches an edge of an object.
- I assume that although only the positive "directions" of the axes
- show, they extend in the negative direction as well. I may be wrong, but
- it works for me. Hope I am making sense. :)
-
- mark
-
- ##
-
- Subject: LightWave --> Imagine
- Date: Thu, 21 Feb 91 15:18:14 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > Does anyone know of any programs which allow translating LightWave objects to
- > Imagine? I know other conversions exist, but is this one available yet?
-
- I had asked NewTek about their object format because I was going to
- write such a translator. They said that John Foust was already in the
- process of writing a Lightwave module for Interchange. With this and
- the latest TS module, you should be all set. I don't know how long its
- going to be till the Lightwave module is ready, but if its much longer,
- I will probably request the object format from NewTek (again).
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: LightWave --> Imagine
- Date: Thu, 21 Feb 91 20:25:34 -0600
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Gee, you're a busy guy :-)
-
- All those awesome 24 bit pics and you want to write a converter too!
-
- Anyway, did you get the images? Let me know if any look worth getting. BTW,
- with the exception of the rightmost 3, if you want to use this crap anywhere
- (as brush or background etc.) you can have at it. They're yours to do with
- as you please (if you please :-).
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
-
- ##
-
- Subject: Re: Imagine Surface definitions
- Date: Sun, 24 Feb 91 15:18:14 EST
- From: mark@calvin..westford.ccur.com (Mark Thompson)
-
- > Does anyone know how to simulate glass using the Video Toaster's
- >3D Lightwave module?
-
- No problem. For a colorless clear glass, try something like this:
-
- Color: 230, 230, 240 (only a slight blue tint)
- Diffuse: 70%
- Specular: 100%
- Highlight Size: High
- Color Highlight: Off
- Transparency: 95%
- Reflectivity: 30% (optional if you have an image or background to reflect)
- Edges: Opaque
- Smoothing: On
-
- By making the surface nearly completely transparent but making the edges
- opaque, it gives the appearance of a glass object rather than an object
- that is just fading out. Also note that when creating glass objects, you
- must pay attention to interior polygons that might otherwise not be
- rendered because of back-face culling. For example, if you create a glass
- sphere, you must create it with 2 sided polygons so that the back of the
- sphere is visible through the transparent front.
-
- Hope this helps.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson %
- % --==* RADIANT *==-- mark@westford.ccur.com %
- % ' Image ` ...!{decvax,uunet}!masscomp!mark %
- % Productions (508)392-2480 (603)424-1829 %
- % %
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: New list members
- Date: Tue, 26 Feb 91 03:06:20 EST
- From: spworley@ATHENA.MIT.EDU
-
- Just added 32 people today, I'm sure I'll add more tomorrow. Current
- list membership: 130, and I expect it will level off at 160, then grow
- again when I'll repost the list invite on comp.sys.amiga.graphcs in mid-
- March.
-
- Some points/questions from members.
-
-
- From hal@hpsciz.sc.hp.com:
-
- From what I've seen, Imagine is a product that TurboSilver gurus love. I'm
- a novice at rendering and the learning curve is fairly steep. The most
- annoying problem that I've run into is that while attempting to open a
- subproject, the system locks up (mouse pointer doens't move). When I've
- gotten stuck, I usually refer my questions to the local Amiga shop. There
- is usually someone there with TS experience who can help. I'd really _love_
- to have a good manual.
-
-
-
- The lock up puzzles me- maybe task priority, or multitasking problem with
- another program? I've never had this problem. -SPW
-
- ---
- One user asks: "How much mail per week should I expect?"
-
-
- Very variable. I would say an average of 30 letters a week, but I'm
- not looking at my mailbox to check. With many people working at companies
- rather than schools, list posting tends to be much heavier during the
- weekdays. Also, popular topics sometimes cause a flurry of mail in the
- space of a day or two. -SPW
-
- ----
- Yet another question:
- "Do you have a past message archive available for ftp?"
-
-
- No. However, I have been keeping a personal archive of all the traffic-
- I hope to go through and merge them into one file, removing the deadwood
- like my cheezy "Oh, boy! We have 30 members now" messages. Of course,
- this takes some effort on my part. There's only 190 messages so far, so
- its a reasonable archive, but not a bible. I'll try to do it by message
- #250. Someone else could volunteer, though... :-) -SPW
-
-
- -------
- "Can I redistribute the mail to a private list?"
-
-
- I set a policy that nobody objected to- you can do anything you want with
- the mail you get, including mailing it the Martian Underground. You can
- even sell it (good luck!). The caveat is that it must be credited.
- Redistributing it takes care of this- authors sign their work. It'd
- be nice to say that it came from the "USENET Imagine Mailing List,
- imagine@athena.mit.edu, join now!" but it doesn't have to.
-
- My philosophy is that the list is to discuss Imagine, and the larger the
- list, the more discussion. Our SNR is so high I'm not really worried
- about message cruft at all right now.
-
-
- ------
-
-
- The simple instructions on how to post:
-
- 1) send mail to imagine@athena.mit.edu -> anything you send gets
- redirected to 130 people.
-
- 2) Wait until you have another idea/question/answer you want to post, then
- go to step #1.
-
- Don't be afraid to ask any questions you have, or to answer anyone else's
- questions.
-
- NOTE!
-
- "repl"ying to a post will send e-mail to the AUTHOR, and not to the
- list. If this is what you want to do, fine, but if you are answering a
- question, or giving advice or whatever, send it (or cc: it at least)
- to the list so everyone can see the solution.
-
-
- Keep on Rendering!
-
- -Steve
-
- ------------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------------
-
-
-
-
- ##
-
- Subject: Paths and shadows.
- Date: Tue, 26 Feb 1991 14:04:19 +0100
- From: Marek Rzewuski <marekr@ifi.uio.no>
-
- Hello everybody!
-
- I have a two problems at the monent. One width making shadows look really true
- and the other one is width making an advanced path for an animation. My english
- isn't to good, but I hope you will excuse me for that and understand my
- problems width Imagine.
-
- The shadows in Imagine (and any other raytrace-program I've used on Amiga) are
- very sharp. They are to sharp to be true. In the real world thy dosn't look this
- way. Very often an raytraced picture look to perfect. Very often it's easy to see
- that a picture is raytraced. I guess it's because it's mathematic perfect
- (or is it not?). Very often the objects dosn't look very real eighter. But fixing
- object is't easier, because it's possible to put an IFF brush on the texture
- and make the object look old or used.
- My questions are: if it possible to make soft shadows in Imagine? Have anyone thought
- about the problem before me, and found any solution?
-
- My second problem is an advanced path.
- Imagine that you are standing on a left side of a road. On your left side there is a
- brickwall and a gate in it. It's dark and there are some few lamps on the street.
- The story of the animation is: the gate opens, a car comes out of it, drives
- towards and by you. It's nothing unusuall about the situation.
- My problem is the paths for my objects. The problem is to make this look real.
- In the beginning the car is driving slowly, and it's picking up more and more speed while
- entering the curve.
- It's an very old car. Imgine one old big Mercedes (from 1930-40s) width big black and
- white wheels, lot of chrome and two big lights in front.
- The wheels got to turn left when the car is coming into the curve and rotate in
- a speed which dosn't look silly. It'll look rather silly if the car is driving
- fast and the wheels are rolling slooowwwllyyy. The wheel on the right side can't
- rotate as fast as the wheel on the left side. And alle the tings got to follow
- a curve and accelate! At the same time two lights got to be inside the frontlights
- of the car lightning up objects in front of them.
- Has anyone some ideas how to solve my problem? Is it possible?
- I haven't used paths before, so the subject is quite new for me.
-
- In advance thank you.
-
- M.R.
- marekr@ifi.uio.no
-