home *** CD-ROM | disk | FTP | other *** search
Text File | 1993-03-12 | 162.8 KB | 4,060 lines |
- IMAGINE archive: collected off of imagine@ATHENA.MIT.EDU
-
- ARCHIVE XV
- Nov. 9 '91 - Nov. 26 '91
-
- If you have questions or problems with this file, email Marvin Landis
- at marvinl@amber.rc.arizona.edu
-
- note: each message seperated by a '##'
-
- &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
-
- Subject: Re: more 'bout lights
- Date: Sat, 9 Nov 91 10:29:47 EST
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- >
- > setting ambient light to high will wash out shadows, you're right. setting
- > at 100 is a good place to start (I didn't mean that would be where you would
-
- I usually go the other direction: start low and boost the
- ambient up as needed. I've used ambient as low as 5,5,5 and as high as
- 60,60,60.
-
- > it is imposible to say
- > what the exact setting should be without know the scene or the mood that is
- > intended and as far as that goes what I see as one mood someone else will see
- > as a different mood.
-
- Absolutely. Ambient would be very different for, say, an
- interior scene compared to an exterior scene or a surreal scene.
-
- > Also a tip for everyone...keep a
- > notebook and write down the settings you like and you can always refer back
- > to it when you are doing a similar scene.
-
- This is an excellent tip. I've just started doing this in the
- last few months.
-
- -John
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Re: Not enough memory...
- Date: Sat, 9 Nov 91 12:30:26 MST
- From: webbs@mozart.cs.colostate.edu (Steven Webb (The mutant squirrel-beater from Mars))
-
- > MOLDFIEL.EA-ME-1@mhs.sp.unisys.com (MOLDFIEL) writes:
-
- >> All too often I get the message "Not enough RAM" when attempting to render..
- >What you need to buy is more fast ram. Imagine, like most programs, uses fast
- [most of post deleted.]
-
- I just use the option in Imagine's config file that looks like:
-
- LOAD F # flag - load all modules
-
- (I think that it's the third line in the config file.)
- This should conserve on memory when loading things for rendering. I
- have 5 Megs of Ram, and I can render some pretty complicated stuff that
- I wasn't able to render before. This flag loads the maps and
- backgroounds only when needed. (This saves on MAJOR ram, but increases
- the rendering time two or three-fold in a worst-case situation, like
- having a picture in the background, or something like that.)
- Other Ram-saving ideas are things like eliminating un-seen
- faces from the back of objects, and not using 24-bit maps, and so on...
- If your object seems to be just too big, you might try and
- simplify your object. Try using the "merge" or "taut" command (It's
- one of those) from the detail editor, and it will clean up your object
- a bit. Other ways of cleaning up or simplifying your objects are
- implemented in the new version of Pixel3D. You could get Pixel3D to
- simplify your objects to save on ram, but this may be a bit on the
- extreme side.
- I was wondering, I had thought about writing a routine to do
- object simplification, and other sorts of things. If anyone thinks
- that this would be a worth-while project, please mail me any feed-back.
-
- -- Steve
- --
- webbs@mozart.cs.colostate.edu | Packet-saving sig | Have a nice night.
-
- ##
-
- Subject: yet more lighting
- Date: Sat, 9 Nov 91 16:46:59 PST
- From: spi (Paul Howett)
-
- o.k heres the situation, I am attempting to create a lightbulb consisting of a
- glass lighbulb shaped object with a glass stalk inside that is supporting a
- spiraling filament. The problem is I want the filament to emit light -
- unfortunately it doesnt appear to glow when I make it a lightsource - I suppose
- this falls into the category of glowing enterprise engine lights. Does anyone
- understand what I mean and how to accomlish this? Thanks in advance.
-
- ##
-
- Subject: A dusty path
- Date: Sat, 9 Nov 91 17:37:41 PST
- From: Sam_Mayday_Malone@cup.portal.com
-
- Greetings greetings.
- IMAGINE if you will, a front view of a garage.
- You want a car to enter from the right hand side of the picture.
- It will drive BEHIND the garage going from right to left.
- After it re-emerges on the LEFT HAND side of the garage (still
- facing left of course), you want it to turn TOWARD you...
- come past the front wall of the garage...and turn INTO the open
- garage door.
-
- I have created a path that does this. NOW I find that
- the car does as expected until it has to swing toward you.
- I have the axis point following the path on the front bumper
- of the car. But I cannot understand how to get the car to
- swing around. To make this clearer...the point does follow
- the path...but the object (the car) stays in it's left facing
- original orientation. Thus...it enters the garage sideways,
- still facing to the left.
-
- Fortunately, I have not sustained body damage on my Amiga. :-)
-
- Do a good deed. Make a simple mind understand what he's doing wrong.
-
- Thanks,
- Sam
-
- ##
-
- Subject: More More More Neon Lighting Attempts.
- Date: Sat, 9 Nov 91 21:50:05 PST
- From: spi@netcom.com (Paul Howett)
-
- Yes - the reason I began trying to create a lightbulb - witha glowing filament
- was that I originally was trying to get a ufo to have a lowing engine tous like
- bar(tous = torus(argh line wrap)) wrapped around part of it. I couldnt get the
- effect I wanted - something like a neon tube running around the ufo body. So I
- decided to try something simpler - like a lightbulb with 8000 pints - yeah real
- simple, now Im just tryng the filament alone. but to answer your query - yes
- something like neon. (pint = points(arrgh))
- Thanks again -
-
- Amigas Forever (for a sentient compurer - drop 1 040 card into 1 stock amiga -
- yea)
- :)
-
- ##
-
- Subject: IFF to 3D object
- Date: 10 Nov 91 1:03 -0800
- From: Andrew Niemann <aniemann@cue.bc.ca>
-
- In response to the review of Pixel_3D which also talked of making
- 3D objects from IFF pictures.
-
- You can also make 3d objects from IFF pictures with VistaPro, using
- either their free utility IFF2Scape or Scapemaker from MegageM. I tried
- both Vista and Pixel3d to make a 3d object from a topographical map, and
- Vista, via Scapemaker, seemed to give much better results for the same
- size of object file (which can get pretty huge if you want). Pixel_3d
- just averages the height around its points whilst Vista seems to find
- the edges that define a change in height. -eg. the volcanoes had craters
- in them with Vista whilst with Pixel_3d they were just mild mounds.
- Small islands just disappeared whereas Vista still had them poking up.
- I at first thought that Vista's 258x258 image map size would be a
- limitting factor, but since each pixel represents a discreet height
- point you could have an object with 66,564 points. At the second to
- highest resolution level it already produced an Imagine object some 900K
- in size.
-
- Another benefit from the Vista aproach is that you can render the
- whole map in low resolution to save on memory and rendering time. Then
- render just those parts that need more detail in higher resolution and
- cut them easily into the lower resolutioin object. The landscapes
- objects are built with 64 sections, which are the same size no matter
- what resolution you render in. These are grouped together so you can
- easily drop out one of the group and put in the higher resolution
- version of that section. These objects I then ungrouped, joined and
- merged in Imagine. This gives a smaller object file although merging can
- take quite a while (about an hour).
-
- Another problem with Pixel3d was that Imagine would not read large
- objects made by it. Bad chunk size (tried to phone them but they didn't
- get back to me).
-
- Scapemaker has a color value mode that will render each height
- according to the value of that color (out of the full 4095) not just by
- its palette position. This gives much finer control over the height
- accuracy of your object. One unfortunate side effect of making objects
- the Vista route is terracing. The object will have a terrace for each
- band of color in the original IFF. Pixel_3D's advantage here is that it
- does not have this problem due to its averaging. Fortunately the
- terracing is easily overcome in Vista by either using 'smoothing' a
- number of times until it's gone or by using the Vista utility called
- 'Terraform'. Just smoothing ends up giving you basically the same result
- as Pixel3D since the whole data set is averaged out. Or you can use
- Terraform, a great little program which I've gotten to really enjoy
- despite its sort of weird quirks. It allows you to selectively smooth
- the areas you want while you watch the result. It also allows you to
- sculpt the object like clay with its smoothing tool, roughening tool,
- raise and lower tool, and varying tool size. It's a beauty.
-
-
-
- andy
-
- ##
-
- Subject: iff to 3d object contd
- Date: 10 Nov 91 2:45 -0800
- From: Andrew Niemann <aniemann@cue.bc.ca>
-
- forgot to mention: VistaPro will directly generate TurboSilver objects for
- you to save. You can generate them at four different levels of complexity.
- When you generate and save your Turbo object Vista puts up a grid on the
- map so that you can specify which sections you want to generate and save.
- andy
-
- ##
-
- Subject: Re: A dusty path
- Date: Sun, 10 Nov 91 12:57:23 PST
- From: schur@ISI.EDU
-
- Quite simply, when you tell the object to follow the path you also click
- on "align to Y". Then you make sure the Y axes for each axis along the
- path is facing the correct direction. Voila, the car will turn as it
- follows the path.
-
- =========================================================================
- Sean Schur USENET: schur@isi.edu
- Assistant Director Amiga/Media Lab Compuserve: 70731,1102
- Character Animation Department Plink: OSS259
- California Institute of the Arts
- =========================================================================
-
- ##
-
- Subject: Filament covers and yet even more Neon type lighting.
- Date: Sun, 10 Nov 91 17:26:56 PST
- From: spi@netcom.com (Paul Howett)
-
- I had tried having a "diffuser" over the filament to catch the light -
- nearly the exact opposite of the most recent suggestion to make the cover the
- light and have the filament catch and reflect the light - sounds like It should
- work the inside out way around - (I hope) - I did finally have success
- rendering the bulb w/o a "filament cover" It looked very good except for the
- fact that the glass is so perfect (ie it has no bubbles in it) that it hardly
- shows w/o turning up the pics brightness a whole lot. ( my light settings were
- around 3000 for r g and b - yes 3000 (twasnt a typo)) Maybe ill attempt running
- the uploading guantlet and send a more successful lightbulb pic to the hubcap
- later.
-
- gimme an A
- gimme an M
- gimme an I
- gimme a G
- gimme an A
-
- !!!
- I sure hope this is easier in 2.0 Imagineeese.
-
- ##
-
- Subject: AVID magazine
- Date: Sun, 10 Nov 91 19:20:02 PST
- From: worley@updike.sri.com (Steve Worley)
-
- A couple of people have asked me about AVID magazine and what it is.
-
- It is subtitled "The Amiga Video Journal", and it discusses different
- aspects of Amiga video and 3D graphics. As a sample, the articles in the
- lastest AVID:
-
- A Comdex report
- "Lighten up"-- Lightwave 3D information
- Deluxe Paint IV tips
- "From the Breadbox" Toaster news
- First look: Imagine 2.0
- Fall Foliage: a Draw 4D-Pro tutorial
- Review: Charts & Graphs
- First look: DCTV 1.1
- First look: Gold Disk's Video Director
- Review: Scenery Animator
- Review: Pixel 3D 2.0
- Review: Calligari 2
- Format considerations for single frame animations
-
- and more.
-
- I heartily recommend AVID to anyone interested in 3D graphics.
-
- The magazine might be hard to find, but try your local dealer. You can
- also also subscribe directly from AVID ($36 for 12 issues).
-
- AVID Publications
- 415-112 N. Mary Avenue #207
- Sunnyvale CA 94086
-
- You can also call and order over the phone using a credit card:
- 408-252-0508.
-
- -----------------------------------------
-
- -Steve
-
- --------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- --------------------------------------------------------------------------
-
- ##
-
- Subject: Re: AVID magazine
- Date: Sun, 10 Nov 91 22:38:08 CST
- From: strat@cis.ksu.edu (Steve W Davis)
-
- > It is subtitled "The Amiga Video Journal", and it discusses different
- > aspects of Amiga video and 3D graphics. As a sample, the articles in the
- > lastest AVID:
- >
-
- IMHO, this is the best issue of AVID I have yet seen. There is an enormous
- quantity of useful information. There were a couple places where articles
- contradicted each other, and the segment about the "IBM Apple Merger" is
- (to put it politely) innacurate.
-
- This kind of magazine should be a WEEKLY. Does the editor have an
- email address?
-
- I enjoy the editor's preference of quoting press releases verbatum. I
- wish someone would compile Amiga related press releases and publish a
- newsletter containing ALL of them on a weekly basis. This is, for
- those of us constantly waiting for upgrades, probably the single largest
- use of the net.community that I have not seen implemented yet.
-
- > A Comdex report
-
- A fellow SYSOP in Salina KS went to the Comdex, but didn't mention anything
- relayed in this article. He was googling about Apple and IBM blazing
- trails in this new thAng called "multimedia". ARGH.
-
- > Deluxe Paint IV tips
-
- This article really landed HARD on EA for releasing DP IV chock full of
- bugs. Unfortunately, I have found this program to be very similar to
- PageStream -- Until you learn to use it, you have to expect a lot
- of ... um ... surprises.
-
- > First look: Imagine 2.0
-
- Hoo Ray. Nice articles. Is is just me or all of the buttons upside down
- in the sample image? This article answered most of my Q's about the program,
- but here are a few more:
-
- 1) Will Imagine 2.0 allow use of 8-bit grey scales as texture maps.
- 2) " " " allow preview of images for texture mapping.
- 3) " " " have that damned opening screen?
- 4) " " " preview windows show lines w/o faces, or axis position.
-
- TRUE depth of field is still on my wish list.
- Automated motion blur is still on my wish list.
- The ability to pick a point from the preview window is on my wish list.
- Support for some kind of compression on object files would also be
- nice, as would the ability to load images from a pipeline from another
- program. (e.g. djpeg infile.jpg | {imagine pipeline})
- Why the heck isn't there a backdrop image a la Lightwave?
- Why no different reflection maps for individual objects?
-
- Excuse me for nit picking. The above would be nice features that would save
- me considerable amounts of time. I can certainly understand if the majority
- of users have little use for these.
-
- > Review: Charts & Graphs
-
- I have never seen a more glowing review of any Amiga product.
- If anyone subscribing to the Imagine mailing list has this product, please
- e-mail me. I want to share your experiences with it before purchasing it.
-
- > Review: Pixel 3D 2.0
-
- I have never seen a more glowing review of any Amiga product.
-
- > I heartily recommend AVID to anyone interested in 3D graphics.
- >
-
- I find AVID 10,000 times more useful than the Turbo SIG bulletin. BTW,
- I stopped getting mine early. Damned if I'll send them any more $.
- This is not to say that I was disapointed with the group... I believe
- there are benifits to joining... but it was little use to me considering
- my geographic position (middle of Kansas), and financial status.
-
-
- Stratocaster
-
- ----------------------------------------------------------------------
- Internet: strat@cis.ksu.edu | Steve Davis
- Fidonet: Steve Davis @ 1:295/3 |
- BBS: The Boarding House BBS | Video Animator
- 9600 Baud, v.32/v.42 |
- (America) 913-827-0744 | Have you hugged your Amiga today?
- ----------------------------------------------------------------------
-
- ##
-
- Subject: Re: A dusty path
- Date: Mon, 11 Nov 91 10:40:47 EST
- From: alan@picasso.umbc.edu (Alan Price)
-
- Sean Schur stated the solution of using 'align Y to path'. Though you
- also mentioned that your car object's axis is placed at the front bumber.
- Well, from my driving Imaginary car days, this would result in a car with
- _extreme_ rear-wheel steering. Since the pivot point is the objects axis,
- The tail of your car will swing as the car turns a corner. The best place
- for the axis would be in the middle of the rear axle. Then have the front
- wheels turn only as the rear axle approaches the curve in the path.
- (This complicates things, as the whells must then be seperate objects from
- the car group - the cycle editor can come into play here, however.)
-
- AP.
-
- ##
-
- Subject: Re: AVID magazine
- Date: Mon, 11 Nov 91 10:52:46 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- Steve Worley writes:
- > I heartily recommend AVID to anyone interested in 3D graphics.
-
- I second that reccomendation. It is especially useful if you do professional
- video production using the Amiga.
-
- Also, for you Toaster/LightWave owners out there, also check out Breadbox.
- It is a publication similar to AVid geared specifically to the Video
- Toaster. Every issue includes invaluable tricks and techniques as well
- as reviews and news on all the latest Toaster, LightWave, and video related
- products. And just as you will Steve's articles through out AVid, I will
- be doing some writing for Bread Box. The editors, Kathy and Lee Stranahan,
- can be reached at:
- Bread Box
- 859 N. Hollywood Way
- Suite 225
- Burbank, CA 91505
- (818) 505-1464
-
- Tell them I sent ya :-)
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Filament covers and yet even more Neon type lighting.
- Date: Mon, 11 Nov 91 15:56:46 CST
- From: telepro!James_Hastings-Trew@SASK.USask.CA (James Hastings-Trew)
-
- One thing to bear in mind when creating lit objects - only the object axis
- will actually cast any light - not the surface of the object. One other
- thing to bear in mind - if the light is set to cast shadows, and the axis
- happens to be INSIDE the object, then no light will be cast at all - the
- light will be trapped in the interior of the object.
-
- If you want to create a convincing looking light filament, I suggest you
- set it to be a bright object, and position a set of axis near the filament
- to be the actual light sources.
-
- If you want the actual glass of your object to appear more visibly, then do
- not set the filter settings for the glass all the way to max - let the
- glass slightly darken environment objects that are seen through it. Make
- sure you have hardness set to full on, and make sure you have specular
- settings all at max. Also, create your bulb in such a way that it actually
- has an exterior AND interior surface - that is to say, the wall you create
- before spinning out the bulb should have two surfaces and a (slight)
- thickness. Do not create your bulb as a glass bubble. Once you get the
- object constructed properly, give it a refraction index similar to glass
- (around 1.3 to 1.5)
-
- For a neon tube effect, you are going to have difficulties simulating the
- "glow" of the tube, because, again, the surface of the object is not
- actually the light source - only the axis is.
-
- Your options here vary with the amount of rendering time you want to give
- up. You could set up a large number of axis objects to follow the same path
- as the tube, and set them to not cast shadows, and to be low intensity
- light sources. You would then set them inside the tube object, and if you
- had enough of them, they would cast a reasonably soft glow. This is a time
- consuming, painstaking way of doing it, but gives reasonably good results.
-
- Another way of doing it would involve image processing software such as
- Image Master from Black Belt systems. You would create your neon tube as a
- bright object of a very specific colour - a colour not found anywhere else
- in your rendering. You would then (under Arexx control) get Image Master to
- copy just that specific colour to a new buffer, recolour the tube to the
- colour you wish to make the neon, and have that buffer recombine with the
- original buffer. Then do an explode blur pass on the secondary buffer to
- cause the "tube" to blur outwards. Then you would additively recombine that
- buffer back with the original buffer as a "lightening" addition - it will
- cause a "glow" to appear around the tube object.
-
- -- Via DLG Pro v0.985b
-
- --- James Hastings-Trew telepro!JAMES_HASTINGS-TREW@access.usask.ca ---
- -> If everyone in China jumped at the same time <- subliminalmessagewith
- -> would they bring back TWIN PEAKS? <- subtlebutdeviousplan.
-
- ##
-
- Subject: JPEG to DCTV Convertor on Hubcap
- Date: Tue, 12 Nov 91 14:00 PST
- From: Ivan I <ESRLPDI%MVS.OAC.UCLA.EDU@mitvma.mit.edu>
-
- Hopefully, I've placed JPEG2DCTV5.LZH & .TXT correctly on Hubcap in the
- Incoming/Uploads directory. I've only tested it on the test image, but it
- worked fast & fine there. The following is a portion of the Text file, w/o
- all the updates enumerated.
-
- Ivan
- <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-
- JPEG2DCTV Version 0.5
- >> This is a quick and dirty program to decompress JPEG compressed
- images into a DCTV display buffer. It takes about one minute to
- decompress a 730 x 482 x 24 bit image to a full DCTV screen on an
- Amiga 3000 with 'jpeg2dctv', and about 40 sec with 'jpeg2dctv.030'.
- >> After the program is finished decoding, you may save the DCTV
- image by typing in a filename; 'jpeg2dctv' will save the image and
- exit. If you do not want to save the image, just hit return when
- prompted to exit 'jpeg2dctv'.
-
- You _must_ install 'dctv.library' and 'ilbm.library' in your LIBS:
- directory to use 'jpeg2dctv'. 'dctv.library' and 'ilbm.library' are
- included in this archive, along with a test image named 'testimg.jpg'.
-
- 'dctv.library' is copyrighted (c) 1991 by Digital Creations, Inc.
- 'ilbm.library' is copyrighted (c) 1990 by Jeff Glatt and Dissidents.
- The JPEG source code used in 'jpeg2dctv' is copyrighted (c) 1991 by
- Thomas G. Lane, and is part of the Independent JPEG Group's software.
- 'jpeg2dctv'and 'jpeg2dctv.030' are copyrighted (c) 1991 by Benjamin
- Rich.
- This software is provided AS IS.
-
- ##
-
- Subject: AmigaVision question
- Date: Wed, 13 Nov 91 17:37:09 EST
- From: alan@picasso.umbc.edu (Alan Price)
-
- I know, I know, what does this have to do with Imagine? Nothing. Well,
- actually I'm using some Imagine-generated animations and pics in a
- Amigavision application I'm working on.
-
- Can anyone please give me a lead for a FTP site where there are
- Amigavision applications to download? I'd like to check out a few to
- compare "standards". I've heard there's a nice one floating around
- somewhere that is about Eadward Muybridge. I'm working on one that
- informs on the use of 16mm movie cameras, etc. If it comes out decent,
- Id like to know a good place to post it.
-
- Sorry for the departure from Imagine, but this is presently the only
- list I am on. If anyone has suggestions concerning other lists, I would
- be grateful. Thanks!
-
- AP.
-
- ##
-
- Subject: Another Imagine
- Date: Wed, 13 Nov 91 17:06:04 CST
- From: Wayne Haufler 283-4160 <haufler@sweetpea.jsc.nasa.gov>
-
- I was reading a borrowed copy of the Nov. issue of SunWorld journal
- (The Independent Journal of Sun and SPARC Systems)
- and on page 86 in the new.products section is this notice:
- ----------------------
- Imagine
- "Imagine is a suite of geoprocessing and image processing tools that include
- image Viewer, spatial and statistical modeling, advanced image processing,
- attribute handling and cartographic-quality map composition, and a graphical
- user interface. It works on Sun workstations running X WIndows. ..."
-
- The company is called ERDAS in Atlanta, GA.
-
- I probably shouldn't be concerned, but the potential for name confusion
- is there. I would think the process of naming a product would prevent
- duplicate naming, but maybe the product realms are far enough apart.
- Just thought this info may be of some use to somebody.
-
- - Wayne Haufler
-
- ##
-
- Subject: MediaPhile?
- Date: Thu, 14 Nov 91 00:03 PST
- From: Ivan I <ESRLPDI%MVS.OAC.UCLA.EDU@mitvma.mit.edu>
-
- The new AmigaWorld makes mention, in the low-budget video article, of a program
- called MediaPhile from Interactive Microsystems. It says it can sequentially
- record animations to tape, which is understandable, but it also says that the
- program is capable of recording frames of animation as the machine renders them
- , with limited precision. Would anyone familiar with the system care to explai
- n this to me and describe the quality of the recording? I've sent for info,
- but this list is a bit more interactive than the mails.
-
-
- Thanks a bunch!
- Ivan
-
- ##
-
- Subject: Color question
- Date: Thu, 14 Nov 91 13:50:16 PST
- From: worley@updike.sri.com (Steve Worley)
-
- Mike Izario wrote to me asking for a list of color values to use, especially
- when you are entering textures and don't have sliders to manipulate. Here
- is the list I use: it's based on a standard color list used in X windows. I
- thought everyone might want to have a copy...
-
- Enjoy!
-
- -Steve
-
- --------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- --------------------------------------------------------------------------
- R G B name
- ----------- -----------
- 255 250 250 snow
- 248 248 255 ghost white
- 245 245 245 white smoke
- 220 220 220 gainsboro
- 255 250 240 floral white
- 253 245 230 old lace
- 250 240 230 linen
- 250 235 215 antique white
- 255 239 213 papaya whip
- 255 235 205 blanched almond
- 255 228 196 bisque
- 255 218 185 peach puff
- 255 222 173 navajo white
- 255 228 181 moccasin
- 255 248 220 cornsilk
- 255 255 240 ivory
- 255 250 205 lemon chiffon
- 255 245 238 seashell
- 240 255 240 honeydew
- 245 255 250 mint cream
- 240 255 255 azure
- 240 248 255 alice blue
- 230 230 250 lavender
- 255 240 245 lavender blush
- 255 228 225 misty rose
- 255 255 255 white
- 0 0 0 black
- 47 79 79 dark slate gray
- 105 105 105 dim gray
- 112 128 144 slate gray
- 119 136 153 light slate grey
- 192 192 192 grey
- 211 211 211 light grey
- 25 25 112 midnight blue
- 0 0 128 navy
- 0 0 128 navy blue
- 100 149 237 cornflower blue
- 72 61 139 dark slate blue
- 106 90 205 slate blue
- 123 104 238 medium slate blue
- 132 112 255 light slate blue
- 0 0 205 medium blue
- 65 105 225 royal blue
- 0 0 255 blue
- 30 144 255 dodger blue
- 0 191 255 deep sky blue
- 135 206 235 sky blue
- 135 206 250 light sky blue
- 70 130 180 steel blue
- 176 196 222 light steel blue
- 173 216 230 light blue
- 176 224 230 powder blue
- 175 238 238 pale turquoise
- 0 206 209 dark turquoise
- 72 209 204 medium turquoise
- 64 224 208 turquoise
- 0 255 255 cyan
- 224 255 255 light cyan
- 95 158 160 cadet blue
- 102 205 170 medium aquamarine
- 127 255 212 aquamarine
- 0 100 0 dark green
- 85 107 47 dark olive green
- 143 188 143 dark sea green
- 46 139 87 sea green
- 60 179 113 medium sea green
- 32 178 170 light sea green
- 152 251 152 pale green
- 0 255 127 spring green
- 124 252 0 lawn green
- 0 255 0 green
- 127 255 0 chartreuse
- 0 250 154 medium spring green
- 173 255 47 green yellow
- 50 205 50 lime green
- 154 205 50 yellow green
- 34 139 34 forest green
- 107 142 35 olive drab
- 189 183 107 dark khaki
- 240 230 140 khaki
- 238 232 170 pale goldenrod
- 250 250 210 light goldenrod yellow
- 255 255 224 light yellow
- 255 255 0 yellow
- 255 215 0 gold
- 238 221 130 light goldenrod
- 218 165 32 goldenrod
- 114 83 250 cool worley
- 184 134 11 dark goldenrod
- 188 143 143 rosy brown
- 205 92 92 indian red
- 139 69 19 saddle brown
- 160 82 45 sienna
- 205 133 63 peru
- 222 184 135 burlywood
- 245 245 220 beige
- 245 222 179 wheat
- 244 164 96 sandy brown
- 210 180 140 tan
- 210 105 30 chocolate
- 178 34 34 firebrick
- 165 42 42 brown
- 233 150 122 dark salmon
- 250 128 114 salmon
- 255 160 122 light salmon
- 255 165 0 orange
- 255 140 0 dark orange
- 255 127 80 coral
- 240 128 128 light coral
- 255 99 71 tomato
- 255 69 0 orange red
- 255 0 0 red
- 255 105 180 hot pink
- 255 20 147 deep pink
- 255 192 203 pink
- 255 182 193 light pink
- 219 112 147 pale violet red
- 176 48 96 maroon
- 199 21 133 medium violet red
- 208 32 144 violet red
- 255 0 255 magenta
- 238 130 238 violet
- 221 160 221 plum
- 218 112 214 orchid
- 186 85 211 medium orchid
- 153 50 204 dark orchid
- 148 0 211 dark violet
- 138 43 226 blue violet
- 160 32 240 purple
- 147 112 219 medium purple
- 216 191 216 thistle
-
- Variants:
-
- R G B Name
- ----------- -----
- 255 250 250 snow1
- 238 233 233 snow2
- 205 201 201 snow3
- 139 137 137 snow4
- 255 245 238 seashell1
- 238 229 222 seashell2
- 205 197 191 seashell3
- 139 134 130 seashell4
- 255 239 219 AntiqueWhite1
- 238 223 204 AntiqueWhite2
- 205 192 176 AntiqueWhite3
- 139 131 120 AntiqueWhite4
- 255 228 196 bisque1
- 238 213 183 bisque2
- 205 183 158 bisque3
- 139 125 107 bisque4
- 255 218 185 PeachPuff1
- 238 203 173 PeachPuff2
- 205 175 149 PeachPuff3
- 139 119 101 PeachPuff4
- 255 222 173 NavajoWhite1
- 238 207 161 NavajoWhite2
- 205 179 139 NavajoWhite3
- 139 121 94 NavajoWhite4
- 255 250 205 LemonChiffon1
- 238 233 191 LemonChiffon2
- 205 201 165 LemonChiffon3
- 139 137 112 LemonChiffon4
- 255 248 220 cornsilk1
- 238 232 205 cornsilk2
- 205 200 177 cornsilk3
- 139 136 120 cornsilk4
- 255 255 240 ivory1
- 238 238 224 ivory2
- 205 205 193 ivory3
- 139 139 131 ivory4
- 240 255 240 honeydew1
- 224 238 224 honeydew2
- 193 205 193 honeydew3
- 131 139 131 honeydew4
- 255 240 245 LavenderBlush1
- 238 224 229 LavenderBlush2
- 205 193 197 LavenderBlush3
- 139 131 134 LavenderBlush4
- 255 228 225 MistyRose1
- 238 213 210 MistyRose2
- 205 183 181 MistyRose3
- 139 125 123 MistyRose4
- 240 255 255 azure1
- 224 238 238 azure2
- 193 205 205 azure3
- 131 139 139 azure4
- 131 111 255 SlateBlue1
- 122 103 238 SlateBlue2
- 105 89 205 SlateBlue3
- 71 60 139 SlateBlue4
- 72 118 255 RoyalBlue1
- 67 110 238 RoyalBlue2
- 58 95 205 RoyalBlue3
- 39 64 139 RoyalBlue4
- 0 0 255 blue1
- 0 0 238 blue2
- 0 0 205 blue3
- 0 0 139 blue4
- 30 144 255 DodgerBlue1
- 28 134 238 DodgerBlue2
- 24 116 205 DodgerBlue3
- 16 78 139 DodgerBlue4
- 99 184 255 SteelBlue1
- 92 172 238 SteelBlue2
- 79 148 205 SteelBlue3
- 54 100 139 SteelBlue4
- 0 191 255 DeepSkyBlue1
- 0 178 238 DeepSkyBlue2
- 0 154 205 DeepSkyBlue3
- 0 104 139 DeepSkyBlue4
- 135 206 255 SkyBlue1
- 126 192 238 SkyBlue2
- 108 166 205 SkyBlue3
- 74 112 139 SkyBlue4
- 176 226 255 LightSkyBlue1
- 164 211 238 LightSkyBlue2
- 141 182 205 LightSkyBlue3
- 96 123 139 LightSkyBlue4
- 198 226 255 SlateGray1
- 185 211 238 SlateGray2
- 159 182 205 SlateGray3
- 108 123 139 SlateGray4
- 202 225 255 LightSteelBlue1
- 188 210 238 LightSteelBlue2
- 162 181 205 LightSteelBlue3
- 110 123 139 LightSteelBlue4
- 191 239 255 LightBlue1
- 178 223 238 LightBlue2
- 154 192 205 LightBlue3
- 104 131 139 LightBlue4
- 224 255 255 LightCyan1
- 209 238 238 LightCyan2
- 180 205 205 LightCyan3
- 122 139 139 LightCyan4
- 187 255 255 PaleTurquoise1
- 174 238 238 PaleTurquoise2
- 150 205 205 PaleTurquoise3
- 102 139 139 PaleTurquoise4
- 152 245 255 CadetBlue1
- 142 229 238 CadetBlue2
- 122 197 205 CadetBlue3
- 83 134 139 CadetBlue4
- 0 245 255 turquoise1
- 0 229 238 turquoise2
- 0 197 205 turquoise3
- 0 134 139 turquoise4
- 0 255 255 cyan1
- 0 238 238 cyan2
- 0 205 205 cyan3
- 0 139 139 cyan4
- 151 255 255 DarkSlateGray1
- 141 238 238 DarkSlateGray2
- 121 205 205 DarkSlateGray3
- 82 139 139 DarkSlateGray4
- 127 255 212 aquamarine1
- 118 238 198 aquamarine2
- 102 205 170 aquamarine3
- 69 139 116 aquamarine4
- 193 255 193 DarkSeaGreen1
- 180 238 180 DarkSeaGreen2
- 155 205 155 DarkSeaGreen3
- 105 139 105 DarkSeaGreen4
- 84 255 159 SeaGreen1
- 78 238 148 SeaGreen2
- 67 205 128 SeaGreen3
- 46 139 87 SeaGreen4
- 154 255 154 PaleGreen1
- 144 238 144 PaleGreen2
- 124 205 124 PaleGreen3
- 84 139 84 PaleGreen4
- 0 255 127 SpringGreen1
- 0 238 118 SpringGreen2
- 0 205 102 SpringGreen3
- 0 139 69 SpringGreen4
- 0 255 0 green1
- 0 238 0 green2
- 0 205 0 green3
- 0 139 0 green4
- 127 255 0 chartreuse1
- 118 238 0 chartreuse2
- 102 205 0 chartreuse3
- 69 139 0 chartreuse4
- 192 255 62 OliveDrab1
- 179 238 58 OliveDrab2
- 154 205 50 OliveDrab3
- 105 139 34 OliveDrab4
- 202 255 112 DarkOliveGreen1
- 188 238 104 DarkOliveGreen2
- 162 205 90 DarkOliveGreen3
- 110 139 61 DarkOliveGreen4
- 255 246 143 khaki1
- 238 230 133 khaki2
- 205 198 115 khaki3
- 139 134 78 khaki4
- 255 236 139 LightGoldenrod1
- 238 220 130 LightGoldenrod2
- 205 190 112 LightGoldenrod3
- 139 129 76 LightGoldenrod4
- 255 255 224 LightYellow1
- 238 238 209 LightYellow2
- 205 205 180 LightYellow3
- 139 139 122 LightYellow4
- 255 255 0 yellow1
- 238 238 0 yellow2
- 205 205 0 yellow3
- 139 139 0 yellow4
- 255 215 0 gold1
- 238 201 0 gold2
- 205 173 0 gold3
- 139 117 0 gold4
- 255 193 37 goldenrod1
- 238 180 34 goldenrod2
- 205 155 29 goldenrod3
- 139 105 20 goldenrod4
- 255 185 15 DarkGoldenrod1
- 238 173 14 DarkGoldenrod2
- 205 149 12 DarkGoldenrod3
- 139 101 8 DarkGoldenrod4
- 255 193 193 RosyBrown1
- 238 180 180 RosyBrown2
- 205 155 155 RosyBrown3
- 139 105 105 RosyBrown4
- 255 106 106 IndianRed1
- 238 99 99 IndianRed2
- 205 85 85 IndianRed3
- 139 58 58 IndianRed4
- 255 130 71 sienna1
- 238 121 66 sienna2
- 205 104 57 sienna3
- 139 71 38 sienna4
- 255 211 155 burlywood1
- 238 197 145 burlywood2
- 205 170 125 burlywood3
- 139 115 85 burlywood4
- 255 231 186 wheat1
- 238 216 174 wheat2
- 205 186 150 wheat3
- 139 126 102 wheat4
- 255 165 79 tan1
- 238 154 73 tan2
- 205 133 63 tan3
- 139 90 43 tan4
- 255 127 36 chocolate1
- 238 118 33 chocolate2
- 205 102 29 chocolate3
- 139 69 19 chocolate4
- 255 48 48 firebrick1
- 238 44 44 firebrick2
- 205 38 38 firebrick3
- 139 26 26 firebrick4
- 255 64 64 brown1
- 238 59 59 brown2
- 205 51 51 brown3
- 139 35 35 brown4
- 255 140 105 salmon1
- 238 130 98 salmon2
- 205 112 84 salmon3
- 139 76 57 salmon4
- 255 160 122 LightSalmon1
- 238 149 114 LightSalmon2
- 205 129 98 LightSalmon3
- 139 87 66 LightSalmon4
- 255 165 0 orange1
- 238 154 0 orange2
- 205 133 0 orange3
- 139 90 0 orange4
- 255 127 0 DarkOrange1
- 238 118 0 DarkOrange2
- 205 102 0 DarkOrange3
- 139 69 0 DarkOrange4
- 255 114 86 coral1
- 238 106 80 coral2
- 205 91 69 coral3
- 139 62 47 coral4
- 255 99 71 tomato1
- 238 92 66 tomato2
- 205 79 57 tomato3
- 139 54 38 tomato4
- 255 69 0 OrangeRed1
- 238 64 0 OrangeRed2
- 205 55 0 OrangeRed3
- 139 37 0 OrangeRed4
- 255 0 0 red1
- 238 0 0 red2
- 205 0 0 red3
- 139 0 0 red4
- 255 20 147 DeepPink1
- 238 18 137 DeepPink2
- 205 16 118 DeepPink3
- 139 10 80 DeepPink4
- 255 110 180 HotPink1
- 238 106 167 HotPink2
- 205 96 144 HotPink3
- 139 58 98 HotPink4
- 255 181 197 pink1
- 238 169 184 pink2
- 205 145 158 pink3
- 139 99 108 pink4
- 255 174 185 LightPink1
- 238 162 173 LightPink2
- 205 140 149 LightPink3
- 139 95 101 LightPink4
- 255 130 171 PaleVioletRed1
- 238 121 159 PaleVioletRed2
- 205 104 137 PaleVioletRed3
- 139 71 93 PaleVioletRed4
- 255 52 179 maroon1
- 238 48 167 maroon2
- 205 41 144 maroon3
- 139 28 98 maroon4
- 255 62 150 VioletRed1
- 238 58 140 VioletRed2
- 205 50 120 VioletRed3
- 139 34 82 VioletRed4
- 255 0 255 magenta1
- 238 0 238 magenta2
- 205 0 205 magenta3
- 139 0 139 magenta4
- 255 131 250 orchid1
- 238 122 233 orchid2
- 205 105 201 orchid3
- 139 71 137 orchid4
- 255 187 255 plum1
- 238 174 238 plum2
- 205 150 205 plum3
- 139 102 139 plum4
- 224 102 255 MediumOrchid1
- 209 95 238 MediumOrchid2
- 180 82 205 MediumOrchid3
- 122 55 139 MediumOrchid4
- 191 62 255 DarkOrchid1
- 178 58 238 DarkOrchid2
- 154 50 205 DarkOrchid3
- 104 34 139 DarkOrchid4
- 155 48 255 purple1
- 145 44 238 purple2
- 125 38 205 purple3
- 85 26 139 purple4
- 171 130 255 MediumPurple1
- 159 121 238 MediumPurple2
- 137 104 205 MediumPurple3
- 93 71 139 MediumPurple4
- 255 225 255 thistle1
- 238 210 238 thistle2
- 205 181 205 thistle3
- 139 123 139 thistle4
- 0 0 0 grey0
- 3 3 3 grey1
- 5 5 5 grey2
- 10 10 10 gray4
- 13 13 13 gray5
- 15 15 15 gray6
- 18 18 18 gray7
- 20 20 20 gray8
- 23 23 23 gray9
- 26 26 26 gray10
- 28 28 28 gray11
- 31 31 31 gray12
- 33 33 33 gray13
- 36 36 36 gray14
- 38 38 38 gray15
- 41 41 41 gray16
- 43 43 43 gray17
- 46 46 46 gray18
- 48 48 48 gray19
- 51 51 51 gray20
- 54 54 54 gray21
- 56 56 56 gray22
- 59 59 59 gray23
- 61 61 61 gray24
- 64 64 64 gray25
- 66 66 66 gray26
- 69 69 69 gray27
- 71 71 71 gray28
- 74 74 74 gray29
- 77 77 77 gray30
- 79 79 79 gray31
- 82 82 82 gray32
- 84 84 84 gray33
- 87 87 87 gray34
- 89 89 89 gray35
- 92 92 92 gray36
- 94 94 94 gray37
- 97 97 97 gray38
- 99 99 99 gray39
- 102 102 102 gray40
- 105 105 105 gray41
- 107 107 107 gray42
- 110 110 110 gray43
- 112 112 112 gray44
- 115 115 115 gray45
- 117 117 117 gray46
- 120 120 120 gray47
- 122 122 122 gray48
- 125 125 125 gray49
- 127 127 127 gray50
- 130 130 130 gray51
- 133 133 133 gray52
- 135 135 135 gray53
- 138 138 138 gray54
- 140 140 140 gray55
- 143 143 143 gray56
- 145 145 145 gray57
- 148 148 148 gray58
- 150 150 150 gray59
- 153 153 153 gray60
- 156 156 156 gray61
- 158 158 158 gray62
- 161 161 161 gray63
- 163 163 163 gray64
- 166 166 166 gray65
- 168 168 168 gray66
- 171 171 171 gray67
- 173 173 173 gray68
- 176 176 176 gray69
- 179 179 179 gray70
- 181 181 181 gray71
- 184 184 184 gray72
- 186 186 186 gray73
- 189 189 189 gray74
- 191 191 191 gray75
- 194 194 194 gray76
- 196 196 196 gray77
- 199 199 199 gray78
- 201 201 201 gray79
- 204 204 204 gray80
- 207 207 207 gray81
- 209 209 209 gray82
- 212 212 212 gray83
- 214 214 214 gray84
- 217 217 217 gray85
- 219 219 219 gray86
- 222 222 222 gray87
- 224 224 224 gray88
- 227 227 227 gray89
- 229 229 229 gray90
- 232 232 232 gray91
- 235 235 235 gray92
- 237 237 237 gray93
- 240 240 240 gray94
- 242 242 242 gray95
- 245 245 245 gray96
- 247 247 247 gray97
- 250 250 250 gray98
- 252 252 252 gray99
- 255 255 255 gray100
-
- ##
-
- Subject: Monitor Object!
- Date: Thu, 14 Nov 91 18:00:36 CST
- From: strat@cis.ksu.edu (Steve W Davis)
-
- I'm working on a ray-tracing project that requires a computer monitor.
- I have too left mouse buttons in the Detail editor, so I need a pointer
- to an object.
-
- I need a Commodore 1950 or other generic VGA style monitor.
- It *** MUST *** have a curved front. I *** WANT *** curvature distortion
- on this monitor! :)
-
- Can someone help me out? Thanks in advance.
-
-
- Stratocaster
-
- ----------------------------------------------------------------------
- Internet: strat@cis.ksu.edu | Steve Davis
- Fidonet: Steve Davis @ 1:295/3 |
- BBS: The Boarding House BBS | Video Animator
- 9600 Baud, v.32/v.42 |
- (America) 913-827-0744 | Have you hugged your Amiga today?
- ----------------------------------------------------------------------
-
- ##
-
- Subject: Re: MediaPhile
- Date: Thu, 14 Nov 91 19:18:08 EST
- From: pawn@wpi.WPI.EDU (Kevin Goroway)
-
- I wrote that software...
-
- I worked with that company a while back...the idea of using their hardware
- to do "almost" single frame recording was my idea...I wrote some crude
- software, and they bought it. It has been refined, but this is the basic
- idea...
-
- Their hardware can put your tape deck into, and out of "pause"...so,
- you set it up to be in a record state, with pause on, then, when you
- want to record a "few" frames, you send two quick pause messages...the
- first takes it out of pause, the second re-pauses...
-
- I originally wrote the software to work with Video-Scape 3d, which had
- some info in the manual as to what message ports to set up, etc, so
- you know when a finished frame is being displayed...they expanded it to
- work with other software.
-
- The hardware does a lot of other things (it knows the counter position,
- and can control decks via infra-red, or direct now (I think), and it can
- also "learn" infra-red commands...
-
- You results in the "almost" single frame recording will vary depending on
- your deck....I have a Sony Video 8 deck that gets a consistant 4 frames,
- each shot...played back at the solid 2x speed, this yields 2 frames...which
- is pretty damn good, for the price...some decks don't get consistant #s of
- frames each time (yuck), and others don't get down as low as 4...
-
- good luck!
- -Kevin
-
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
- | Worcester Polytechnic Institute | "It happens sometimes, people just |
- | Pawn@wpi.wpi.edu | explode, natural causes."-Repo Man |
- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
-
- ##
-
- Subject: The monitor object...
- Date: Thu, 14 Nov 91 18:32:57 CST
- From: strat@cis.ksu.edu (Steve W Davis)
-
- Reading my earlier post, it's clear that I didn't make myself clear.
-
- I was hoping that someone would have a monitor object that they could
- send to me (and in return get my "gratitude" :])... Although I will
- probably wind up designing one myself as soon as the new Imagine shows
- up.
-
-
- Stratocaster
-
- ----------------------------------------------------------------------
- Internet: strat@cis.ksu.edu | Steve Davis
- Fidonet: Steve Davis @ 1:295/3 |
- BBS: The Boarding House BBS | Video Animator
- 9600 Baud, v.32/v.42 |
- (America) 913-827-0744 | Have you hugged your Amiga today?
- ----------------------------------------------------------------------
-
- ##
-
- Subject: Re: Monitor Object!
- Date: Fri, 15 Nov 91 14:04:48 -0500
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- From: strat@cis.ksu.edu (Steve W Davis)
- > I'm working on a ray-tracing project that requires a computer monitor.
- > I have too left mouse buttons in the Detail editor, so I need a pointer
- > to an object.
- >
- > I need a Commodore 1950 or other generic VGA style monitor.
- > It *** MUST *** have a curved front. I *** WANT *** curvature distortion
- > on this monitor! :)
-
- I have an object made by some French guy a few years ago. It is a complete
- Amiga 1000, extremely detailed and, I believe, totals something like 900K.
- The thing consists of dozens, if not hundreds of objects, grouped together,
- including a monitor.
-
- The monitor is a 1080 (as opposed to the 1950 Multisync), which includes
- the bottom flap, the light, the bevels, CURVED SCREEN, the Amiga logo, etc.
- There also is a mouse, the A1000 keyboard (with every single key, the
- complete indentations on the keyboard, etc), and an ancient 1020 external
- floppy drive. All cables included :-)
-
- I think I originally got this object off ab20.larc.nasa.gov, years ago, but
- I suspect it is no longer there. I could upload it to hubcap if anyone
- wants me to. Email me.
-
- Oh, all the objects and subdirectories are in French. It's not too
- difficult to figure them out, though.
-
- ._. Udo Schuermann "They cut all the tall trees down/and poisoned the sky
- ( ) walrus@wam.umd.edu and the sea/They've taken what's good from the ground
- Seeking virtual memory /and left precious little for me." -- Midnight Oil
-
- ##
-
- Subject: Re: MediaPhile
- Date: Fri, 15 Nov 91 13:11:33 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
-
- > Their hardware can put your tape deck into, and out of "pause"...so,
- > you set it up to be in a record state, with pause on, then, when you
- > want to record a "few" frames, you send two quick pause messages...the
- > first takes it out of pause, the second re-pauses...
-
- I've been thinking about a technique somewhat similar to that. If one has
- a good 4 head VCR, one can cleanly splice video segments together with no
- noise between them. An Ami with enough memory can play some smooth short
- segments of animation. My idea is to generate an Imagine (or VistaPro or
- whatever) animation segment, play it in real time and record it to tape.
- Now, that just gets you a short (10 to 20 second) segment. But you can
- cleanly splice the next segment in which you can also play from memory.
- So basically you generate a video tape animation 10 to 20 seconds at a
- time. The more memory you have on the Ami, the longer the segments you
- can record. (RTAP might be another solution if you have a fast enough
- disk to get a reasonably smooth frame rate).
-
- The only trouble I see with this technique is possible synchronizatoin
- problems. For example, what happens if the Ami frame changes when the VCR
- is in the middle of its own frame? I don't know whether this will be a
- problem.
-
- I haven't tried this yet, but I will as soon as I get enough hardware to
- do it. (I need an A520 or something similar so I can record to tape).
-
- - steve (koren@hpmoria.fc.hp.com)
-
- ##
-
- Subject: Problems!
- Date: Sat, 16 Nov 91 2:42:28 MET
- From: Michael Franke <franke@cs.tu-berlin.de>
-
- This is posted for a friend of mine:
-
- Problem in Imagine (old version):
- I made a sort of a complex group (something like a human figure) out
- of some objects in the detail editor, loaded the entire group in the
- cycle ed, animated it and saved it again. I still had to manipulate
- the attributes for rendering and therefore I reloaded the (now
- cycle-)object into the detail editor (as a group), changed the att-
- ributes and saved every single object again with its new attributes.
- I also saved the entire group. When I tried to reload that object
- again into the cycle ed, Imagine claimed that it can not load it,
- because it's not a (proper) animated object. Who can give me a hint
- how I can get rid of the cycle stuff in the object files? It would
- be quiet a lot of work to reconstruct all of it!
-
- Please give help, thanks, Nikolai Luckow of bildo academy berlin
-
-
- _____________________________________________________________________
- / /
- / We're here to give you a computer, not a religion. /
- / -- attributed to Bob Pariseau, at the introduction of the Amiga /
- / ------------------------------------ /
- / Michael Franke (franke@opal.cs.tu-berlin.de) /
- (____________________________________________________________________/
-
- ##
-
- Subject: color list program
- Date: Sat, 16 Nov 91 17:44:33 EST
- From: Sandy Antunes <antunes@astro.psu.edu>
-
- Hi!
- Re: the color list recently reposted, I wrote a program a while
- ago which basically is that list as an executable-- it opens a
- windows (a lot like less), asks which color and which shade
- you want ("color" = your basic red,blue,orange, etc) then
- displays all the entries on the list that fall near that range,
- i.e. if you want several things similar to "light orange" you
- will find them.
- Trivial, yes, but also it saves having to remember where you
- put the color list, since executables can be anywhere on the path.
- So, I'd like to know if it's worth putting on an ftp site or is
- it just too useless? Please send EMAIL (save our net! reduce clutter!)
- if you'd like a copy...
- sandy
- ----------------------------
- antunes@astrod.astro.psu.edu Sandy Antunes
- "Lights! Camera! Action! Timber!"
-
- ##
-
- Subject: ColorBurst vs. other stuff
- Date: Sun, 17 Nov 91 14:09:36 PST
- From: Harv@cup.portal.com
-
- Rick Tillery drove up to my place in L.A. from his place in Sandy Eggo
- yesterday and brought with him his ColorBurst and Syquest drive.
- I own a DCTV and a HAM-E (with the extra "blur" switch :-) and I am
- what I'd consider to be an expert user of both of them (this is not to
- say that I prentend to have used all the functions of BB's IP software..
- in fact I hardly ever use it at all, preferring ADPro Version 2). I've
- also been playing with the DCTV 1.1 software which Digital Creations
- gave to me some weeks ago (and which they promise is almost ready to
- release.. but I digress...)
-
- Well, we hooked up Rick's CB Box, taking both DCTV and HAM-E out of
- the RGB food chain and we got a very purple display on my new 1084SD-1
- monitor. After much farting around with connections, we determined that
- Rick's special CB RGB cable has a short in it, and the Green RGB
- gun was not being displayed at some times. Wiggling the cable and cursing
- at it, we finally found a position in which we got a clean display.
-
- Oh.. we also had to diddle with two adjustment screws on the CB box
- itself. Apprently, in this respect, it's not all that different from
- HAM-E, requiring adjustments to get rid of flashing pixels when its
- moved from its "home" Amiga to someone else's. Anyway, after more
- diddling and futzing, we got a very solid and clean display. Then on
- to his syquest drive, for which it took us about an hour to concoct
- a mountlist entry since I have a 2090a controller. After a few phone
- calls to other Syquest/Amiga users, we made a mountlist entry that
- worked just fine. Probably not optimum, but I'll post it if anyone wants it.
-
- Hardware and software problems out of the way, we started to load
- pictures into the CB. Here is where my jaw started slapping against
- the floor. I have seen probably hundreds upon hundres of DCTV and
- HAM-E (both REG and HAME mode) pictures, and I've made many hundreds
- of them myself. I've used Imagine, Scenery Animator, Vista Pro,
- my Epson ES300-C 24 bit flatbed color scanner, ADPro, and many other
- 24-bit-capable software packages. I am familiar with all this stuff.
- I have learned to adjust my vision to DCTV's and HAM-E's inherent
- weaknesses (and believe me, BOTH of them have SERIOUS weaknesses).
-
- Well, to put it simply, the ColorBurst's display simply blew me away.
- Neither DCTV nor HAM-E can hold a candle to it. Period. I wish you all
- could have been here to see the pictures we displayed off Rick's drive
- and the ones I created, with him sitting here, off my Scanner. It was
- simply brilliant. The detail is razor sharp. The colors are vibrant,
- and well-saturated. There's no artifacting, no false rainbows, no
- smearing, no fringing, no color banding. Despite all the problems
- of hooking it up and getting it adjusted and dicking around with the
- syquest mountlist... the end result of seeing this little box display
- these incredible pictures on my 1084SD-1 was worth every minute of it.
-
- Rick was sitting at my side the whole time. He will confirm my
- statements. I am not overstating my high impression of this thing.
-
- Now... the CB has major problems and those are mostly with its
- software. The paint program is crap. The thing loads IFF24 files
- VERY slowly, even from RAM. They can be converted into its own
- proprietary "fast load" format with a bit of software that comes with
- it but those files all grow to be about 1 Meg each, and then storage
- becomes problematic.
-
- ADPro doesn't support it, as it supports FC24, DCTV, HAM-E, and such,
- so yyou're left to deal with CB's own software which leaves a LOT
- to be desired.
-
- Further, M.A.S.T. is now kaput, so future support for this box is
- in limbo. Gary Raynor, its Australian Developer, is now hard at work
- on his own CB replacement, using similar technology and all-new
- software (hopefully) tentatively to be called "OpalVision" which will
- most likely be marketed in the USA by Centaur Software. When, and
- how much, I do not know. Creative Computers in L.A. (whose owner also
- owns Centaur) still has a small pile of ColorBursts in stock
- and they will surely be happy to sell you one. But good luck ever
- getting better software for it than what comes with it.
-
- However, I will make the following statement, as silly as it may sound..
- in spite of its shortcomings, I would gladly, right now, this minute,
- trade both my DCTV and HAM-E together for a ColorBurst as it exists
- right now. Its display simply outclasses either of them by leaps and
- bounds. When I scanned a pinup girl on my ES300-C, resolved it using
- ADPro into 768x480, saved it as IFF24, and displayed it on the CBurst,
- I said to rick... "this display is incredible!" Rick said to me "This
- scanner is incredible." :-)
-
- He had come to take his CB for granted. I had come to take my scanner
- for granted. It was, as they say, one of those "magic moments" for
- both of us.
-
- Regards, Harv
-
- ##
-
- Subject: Y-Axis and Maps
- Date: Sun, 17 Nov 91 16:56:46 CST
- From: rcarris@shumun.weeg.uiowa.edu (Randy Carris)
-
- I was under the impression that the Y-Axis had no effect on wrap X
- and or Z brushmaps. After some frustrating moments trying to get
- decent results out of the altitude(bump) map, I discovered that this
- axis does indeed have an effect. It would seem that the size of the
- Y value loosely conrolls bump height/depth. If too small, you get
- small bumps or none. If too large you get a pixilated color map. I
- found the best results for my particular project had a Y axis approx
- 1/4 the radius of the sphere. Can anyone explain this to me? I
- didn't have time to exoperiment with other kkinds of maps, but
- does this apply to wrap x flat z or visa versa? I doubt it would work
- the same for flat xy maps as it is nesessary to use Y to control the
- depth of the map on the object NOT the bump depth. Does
- anyone have any thoughts on this?
- Also, I'm having trouble with filter maps too. It would seem
- there is a relationship between the Y axis of the map (again wrap
- xz) and the value for filter in the attributes req. I thought that a
- filter map would override the filter setting in attributes. I'm having
- the asme problem someone had earlier when they couldn't get a
- filter map to be completely transparent for white values of 255. I'm
- using Imag. 1.1 by the way. I am useing a grayscale image with
- white areas that are 255 on all guns. I would expect these to
- become completely transparent and the darker areas to be
- translucent or opaque. instead I get some clear areas with lots of
- "milky" areas. There are no solid areas, and not nearly as much
- contrast. Does the Y axis have some control here too? If it does
- could someone explain the relationship for me so I can expect
- somewhat consistent results from the rendering? (I know I'm
- probably asking the impossible of a program like this, but For any
- kind of efficient work, I do need to be able to predict me results.)
-
- Whew... Thanks!
- Randy Carris
-
- ##
-
- Subject: testors paint
- Date: Sun, 17 Nov 91 18:58:44 GMT-0500
- From: Scott Matthew Krehbiel <scottk@hoggar.eng.umd.edu>
-
- I've been having some fun creating models in imagine, rather than
- with glue and paint. That is, I've been buying models of ships and
- such, and measuring them and creating them in Imagine. I only
- have one problem. Exactly what is Gull Grey? Or any of the other
- strange colors that Testors paint uses? Are these the same colors
- that were posted earlier?
- I looked through the list, and didn't see some of the strange names
- that Testors uses, and I was wondering if anyone has some values for
- those. I've been thinking about buying the colors I need as I go, then
- playing with color values until I get it to look right, but wanted
- to see if this information is already available somewhere.
-
- Thanks
- Scott
- scottk@hoggar.eng.umd.edu
-
- ##
-
- Subject: Monitor
- Date: Sun, 17 Nov 91 16:28:40 PST
- From: jake@melmac.umd.edu (Rob Borsari)
-
- I just uploded my 1950 object (monitor not year) to hubcap in OBJECTS.
- I just slapped it together by eyeballing my 1950 so it is not very true to
- scale. Let me know what you think of it if you use it. -R-
- jake@melmac.umd.edu Rob Borsari "Bourne to be wild"
-
- ##
-
- Subject: Colors?
- Date: Sun, 17 Nov 91 19:59:13 MST
- From: bscott@isis.cs.du.edu (Ben Scott)
-
- (hopefully this is the right way to submit messages to the list, here)
-
- I'm a relative beginner in Imagine and am of course having troubles, I think
- mainly because I tried to read the manual. Anyhow, part of my problem is
- that I'm having a real hard time getting predictable colors out of the
- raytracer. Today I managed to make some progress, in that I can get a few
- colors out that I ask for, but not all. I'm trying to get the border of a
- 3-D Logo to be red or reddish, but it keeps coming out blue or black even.
- If I try to make it green, it comes ou;t green OK. Other parts of the logo
- can be red, and show up as red, so that throws out the theory that there's
- no red light in the picture (what with my blue sky and green ground, it was
- an idea anyway), and even so I have plenty of white lights, a medium gray
- ambient light, and even a bright red light shining directly on it. I've tried
- setting colors in various combinations, setting the reflection to coincide
- with the colors, even setting reflect to the opposite, and finally turning
- it off again, no help.
-
- (I'm having many other problems but this one is the current important one)
-
- . <<<<Infinite K>>>>
-
- --
- .---------------------------------------------------------------------------.
- |Ben Scott, professional goof-off and consultant at The Raster Image, Denver|
- |Internet bscott@isis.cs.du.edu, or call the Arvada 68K BBS at (303)424-6208|
- |--------------------------------------..-----------------------------------|
- |"My brothers and sisters all hated me,||The Raster Image IS responsible for|
- |'cause I was an only child!"--Weird Al||everything I say! ** Amiga Power**|
- `--------------------------------------'`-----------------------------------'
-
- ##
-
- Subject: filter
- Date: Sun, 17 Nov 91 20:18:24 PST
- From: kevink@ced.berkeley.edu (Kevin Kodama)
-
- well, i finally had a minor breakthru with filter maps-i was trying to make
- a chain link fence with a filter map, and kept "seeing" the holes, instead of
- their being completely clear. Also, i could see the edges of the plane i
- had mapped my filter map onto, even though it was supposed to disappear.
- i had specular off, filter set to 255, etc...to no avail.
-
- also, i had the full value set to 255. still, i could see a distinct difference
- between what was supposed to be clear and what was actually just sky...
-
- i had been using dpaint for my 2 color filtermap. on a lark, i loaded the image
- into black belts ip program, and refilled the white areas with a true 255,255,
- 255 white, and resaved the image. Voila, the transparent parts of the map were
- completely transparent !
-
- so, is dpaints white 16,16,16 not the same as a 24 bit 255,255,255 white ? or
- does imagine not convert it properly when it converts the image into 24 bits?
-
- curious kevin
-
- ##
-
- Subject: mem fragmentation and Imagine
- Date: Mon, 18 Nov 91 8:00:16 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- Has anyone else noticed memory fragmentation problems in Imagine?
-
- Here's my situation: I have a 5 mb system, and I'm building a world
- composed of various types of buildings. I have an object which is a
- "building-block" for buildings - I can stack them up, etc, to form larger
- structures in the stage editor. Each one is fairly small (about 5K on
- disk).
-
- My current world is composed of about 30 of these things, and also a few
- other small objects. If I load this world after a reboot, I have about
- 1.8 mb of free memory. However, if I load the stage editor and simply
- move objects around without loading any new ones, the system gets slower
- and slower, and I have less and less free memory. The end result is that
- it takes me 30 to 45 seconds to move an object (on an '030), and I have
- less than 500K of memory free. If I keep going my machine eventually
- crashes due to a lack of memory.
-
- I can work around this particular problem by rebooting the machine every
- 15 minutes or so. However, there is another effect of this which isn't so
- easy to get around. I'm trying to make a 500 frame animation of this
- world. I start the system making the animation. On the first frame, it
- loads in all the objects, and I have the 1.8 mb free. Then the world is
- "freed" and the process is repeated for the second frame. However, for
- each frame I have less and less memory, and my system runs completely out
- on the 16th frame and won't process any more frames, requiring me to
- reboot and start again. This is annoying because I can't just let the
- system sit unattended and make frames like I want to do. (Oh, and each
- frame gets slower and slower to generate: the 1st frame takes about 15
- minutes, and the 15th takes over 1.5 hours. After I reboot, the 16th is
- down to 15 minutes again).
-
- Anyone have any clever ideas for getting around this? My world isn't all
- _that_ big. After I quit Imagine, I am down to 2.5 mb of free ram (versus
- 4.3 before I started), and my memory is fragmented into ~ 10K
- non-contiguous pieces!! It seems like I have enough memory (since I have
- 1.8 mb free the first time around), but I still can't make the animation
- I'd like to due to these fragmentation problems.
-
- - steve
-
- PS - I'm curious about whether this message will appear on the mailing
- list - I'm not sure that the address I'm using is working properly.
-
- ##
-
- Subject: ColorBurst vs. other stuff
- Date: Mon, 18 Nov 91 08:50:12 EST
- From: bobl@graphics.rent.com (Bob Lindabury, SysAdm)
-
- rutgers!cup.portal.com!Harv writes:
-
- > Well, to put it simply, the ColorBurst's display simply blew me away.
- > Neither DCTV nor HAM-E can hold a candle to it. Period. I wish you all
- > could have been here to see the pictures we displayed off Rick's drive
- > and the ones I created, with him sitting here, off my Scanner. It was
- > simply brilliant. The detail is razor sharp. The colors are vibrant,
- > and well-saturated. There's no artifacting, no false rainbows, no
- > smearing, no fringing, no color banding. Despite all the problems
- > of hooking it up and getting it adjusted and dicking around with the
- > syquest mountlist... the end result of seeing this little box display
- > these incredible pictures on my 1084SD-1 was worth every minute of it.
-
- Ok ok. To be expected. Have you seen and used the Firecracker? I
- think this would be more of an Apples & Apples type of comparison
- since both boast 24-bit RGB displays. If you converted that CB display
- to NTSC, do you think it would be equal to DCTV or better or worse?
-
- > Rick was sitting at my side the whole time. He will confirm my
- > statements. I am not overstating my high impression of this thing.
-
- I'm sure. I felt the same way when I first used the DCTV and when I
- first used the Ham-E and when I first used the Toaster. Of course, I
- had been spoiled previously because I own a TARGA.
-
- > Now... the CB has major problems and those are mostly with its
- > software. The paint program is crap. The thing loads IFF24 files
- > VERY slowly, even from RAM. They can be converted into its own
- > proprietary "fast load" format with a bit of software that comes with
- > it but those files all grow to be about 1 Meg each, and then storage
- > becomes problematic.
- >
- > ADPro doesn't support it, as it supports FC24, DCTV, HAM-E, and such,
- > so yyou're left to deal with CB's own software which leaves a LOT
- > to be desired.
- >
- > Further, M.A.S.T. is now kaput, so future support for this box is
- > in limbo. Gary Raynor, its Australian Developer, is now hard at work
- > on his own CB replacement, using similar technology and all-new
- > software (hopefully) tentatively to be called "OpalVision" which will
- > most likely be marketed in the USA by Centaur Software. When, and
- > how much, I do not know. Creative Computers in L.A. (whose owner also
- > owns Centaur) still has a small pile of ColorBursts in stock
- > and they will surely be happy to sell you one. But good luck ever
- > getting better software for it than what comes with it.
-
- I must say the above is an overwhelming list that surely tells me
- *not* to consider this device as an addition to my assortment of
- graphics tools. Unless, of course, the price dropped to rock-bottom.
-
- > However, I will make the following statement, as silly as it may sound..
- > in spite of its shortcomings, I would gladly, right now, this minute,
- > trade both my DCTV and HAM-E together for a ColorBurst as it exists
- > right now. Its display simply outclasses either of them by leaps and
- > bounds. When I scanned a pinup girl on my ES300-C, resolved it using
- > ADPro into 768x480, saved it as IFF24, and displayed it on the CBurst,
- > I said to rick... "this display is incredible!" Rick said to me "This
- > scanner is incredible." :-)
- >
- > He had come to take his CB for granted. I had come to take my scanner
- > for granted. It was, as they say, one of those "magic moments" for
- > both of us.
-
- Yep. I'm sure the display is incredible. But no more incredible
- than any true 24-bit RGB board, eh? At this point in time there
- only seems to be a single choice for a true 24-bit board with
- realtime paint capabilities and RGB output. That board seems to be
- the Firecracker from Impulse. I've used the GVP Impactvision and it
- does *NOT* have realtime paint. In fact, most of the software that
- is available for it is buggy betaware. If and when it ever comes to
- fruition, it may be a usable tool, but as it stands now it's just so
- much expensive junk.
-
- It just seems so odd to me that you can obtain great 24-bit display
- boards for the Mac for around $700 and that the TARGA boards have
- been capturing and displaying RGB 24-bit and 16-bit images as well as
- NTSC for the past 6 years and we *STILL* can't obtain a solution for
- the Amiga that isn't a kludge or doesn't have some *serious*
- limitations and bugs.
-
- What is the problem folks?? I wish for the day when I can obtain a
- board that is as simple to use and works as well as my TARGA 16 board
- has for the past 6 years that plugs into my Amiga.
-
- Maybe it's time to write TrueVision a letter.
-
- > Regards, Harv
-
- -- Bob
-
- The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!"
- ============================================================================
- InterNet: bobl@graphics.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue
- BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
- ##
-
- Subject: Re: testors paint
- Date: Mon, 18 Nov 91 13:32:25 EST
- From: reynolds@fsg.com (Brian Reynolds)
-
- Scott,
-
- Gull Grey is the common name for one of a series of grays that the USAF
- uses on its fighter aircraft. All of the colors used by the US
- military are specified in a document called the Federal Standard 595 a
- (FS595a for short). If you look at the instructions for your model,
- bottles of Polly S (and other brands) paint, documentation (the ... In
- Action series from Squadron Signal, and the Detail & Scale series from
- TAB (I think) are good starts) you will see a 5 or 6 digit number that
- correctly specifies the color. The numbers are set up with different
- series for gloss, semi-gloss, and flat (the columns in the book), for
- different colors (the sections of the book), and different shades (the
- rows). I believe 36xxx is flat gray. The government will sell you a
- book with a full set paint chips and the International Plastic
- Modeler's Society sells a book that cross references FS595a with paints
- from various manufacturers. The IPMS normally has an advertisement in
- Fine Scale Modeler for their book (it's not the same ad for
- membership). If you are interested in getting these books I can
- probably look up more detailed information. Fine Scale Modeler and the
- IPMS publications are very good sources for detailed information on
- model building.
-
- Brian Reynolds "... a drone from sector 7G."
- Fusion Systems Group
- reynolds@fsg.com -or- ...!uupsi!fsg!reynolds
-
- ##
-
- Subject: Filter probs
- Date: Mon, 18 Nov 91 16:58:30 EST
- From: spworley@Athena.MIT.EDU
-
- Indeed, DPaint's white (15,15,15) is really only 15*16=240, 240, 240 on
- a 0-255 color scale. The alternative would be to make DPaint black
- equal 15 on a 255 scale. That's even worse.
-
- You can still use DPaint white, though! Use "Full scale value" to change the
- "transparency level" to 240 instead of 255.
-
- Good luck!
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: Re: Filter probs
- Date: Tue, 19 Nov 91 01:56:09 -0500
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- spworley@Athena.MIT.EDU writes:
- > Indeed, DPaint's white (15,15,15) is really only 15*16=240, 240, 240 on
- > a 0-255 color scale. The alternative would be to make DPaint black
- > equal 15 on a 255 scale. That's even worse.
-
- If Imagine used a scaling factor of 17 (16+1) for mapping 0-15 onto 0-255
- the problem would have been eliminated entirely. Of course, using a
- transparency level of 240 (15*16) will take care of the problem, too, as
- Steve said.
-
- ._. Udo Schuermann "So you cut all the tall trees down/and poisoned the
- ( ) walrus@wam.umd.edu sky and the sea/You've taken what's good from the
- Seeking virtual memory ground/and left precious little for me." Midnight Oil
-
- ##
-
- Subject: Re: Stage editor is confused.
- Date: Tue, 19 Nov 91 7:21:08 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- A few days ago I wrote:
-
- > Either the stage editor or myself is confused. I believe it is the
- > stage editor, but I'm willing to listen to the possiblity of the
- > alternative.
-
- I've since figured out one of the problems I was having. (Well, two
- actually). I thought I'd reply to myself in case any other new users were
- having similar difficulties.
-
- > 2. I have a single object in the stage editor, called, "BLDG". I
- > manually place this object at 125,500,125. I go into the "Action"
- > sub-editor and modify the position bar for this object. I set a 100
- > frame count, and I have the object start and end at 125,500,125.
- > Just for grins, I also create a 101st frame at the same position. In
- > my mind, the object should occupy 125,500,125 for all 100 frames.
- > However, when I quit out to the stage editor, the object is now at
- > some random location such as 87.34,129.25,191.30. What is it doing
-
- My problem there was that if you set a frame count of 100 on the first
- "position" bar, the object's position gets "tweened" between the position
- you set, and some other unknown spot. The workaround is to set "1" as the
- last frame. Then the object seems to stay put OK.
-
- Hope this helps somebody. It had me confused for a bit!
-
- - steve
-
- ##
-
- Subject: Re: Colors?
- Date: Tue, 19 Nov 91 10:05:09 EST
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- > I'm having a real hard time getting predictable colors out of the
- > raytracer. Today I managed to make some progress, in that I can get a few
- > colors out that I ask for, but not all. I'm trying to get the border of a
- > 3-D Logo to be red or reddish, but it keeps coming out blue or black even.
- > If I try to make it green, it comes ou;t green OK.
-
- I'm not sure I understand what's going on here. Let's take a
- look at a single letter (or whatever), in your logo. Is the body of the
- letter a separate object from the edge? If it is, you shouldn't have a
- problem using different colors. If the body and edge are part of a single
- object, you would need to enter Pick Faces, select all of the faces that
- make up the edges of your object, then enter Attributes and change the color.
- Remember to resave the entire object when you've finished.
- Hope that helps some.
-
- -John
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Stage editor is confused.
- Date: Sun, 17 Nov 91 11:00:42 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- Either the stage editor or myself is confused. I believe it is the
- stage editor, but I'm willing to listen to the possiblity of the
- alternative.
-
- I have not end of problems with this thing. Here are four.
-
- 1. I load a bunch of objects into the stage editor, move them around,
- and save the changes. At this point I can go out of the editor, come
- back in, load the stage, and everything is fine. However, if I go
- into the detail editor and modify *any* of the objects used in that
- stage, when I re-enter the stage editor, the scene is destroyed. By
- "destoyed", I mean that objects are missing, some are the wrong size,
- most have polygons missing, etc. This is annoying, because every
- time I change an object in the scene, I have to enter the stage
- editor and completely recreate the scene, which takes a long time.
-
- 2. I have a single object in the stage editor, called, "BLDG". I
- manually place this object at 125,500,125. I go into the "Action"
- sub-editor and modify the position bar for this object. I set a 100
- frame count, and I have the object start and end at 125,500,125.
- Just for grins, I also create a 101st frame at the same position. In
- my mind, the object should occupy 125,500,125 for all 100 frames.
- However, when I quit out to the stage editor, the object is now at
- some random location such as 87.34,129.25,191.30. What is it doing
- there? It stays there for all 100 frames. I can manually put it
- back where it should be, but of course the next time I quit the stage
- editor it goes back to the odd place. I'm confused.
-
- 3. A similar effect to the above occurs with the "size" bar. I can set
- it to the default of, say, 32x32x32 for my object for 100 frames.
- When I exit to the stage editor, the size of my object has now become
- something odd like 52x191x41. Why?
-
- 4. I set "align to path" for the alignment bar of the camera. It sort
- of aligns to my path, but it pays no obvious attention to the "Keep Y
- Horizontal" box that I have set. The Y axis is tilted about 45
- degrees when I go back to the stage editor. I can level it
- horizontally through the transformation menu, but I can't get it to
- stay that way. I'd rather not have all my animations tilted 45
- degrees! What's up?
-
- The "size" and "position" problems don't seem to happen with the
- orientation of the object even if I do the same thing with that bar.
-
- Help!?! I got this software to do animations, but all these things are
- effectively preventing me from doing so.
-
- - steve (koren@hpmoria.fc.hp.com)
-
- ##
-
- Subject: Re: mem fragmentation and Imagine
- Date: Tue, 19 Nov 91 13:41:01 EST
- From: alan@picasso.umbc.edu (Alan Price)
-
- I have an A3000/25/50 with 2MB chip and 4MB fast ram. I always have a
- problem similar to the one you mention about fragmentation during
- repeated use of the stage editor and moving back and forth between it
- and the detail editor. Once I have finished arranging and testing, I
- usually reboot before the final 'run'.
-
- However, I have never run into the problem you mention about having
- memory reduced as the renderer moves on to the next consecutive frames.
- This includes scenes which bring my RAM to down below 1MB for each image,
- but I always get it back before the start of the next. This has worked on
- sequences 100 frames long.
-
- The only thing I can think of, is in the case of an animation involving
- a moving camera. Frame 1 may render quickly, but as the camera has moved
- further into the 'set', with a variety of possible changes (a reflective
- or refracting object filling a larger area of the image, for example) may
- cause a drastic change in the time it takes to render. I had one animation
- of the camera swinging around a figure seated at a table and was surprised
- to find that the render time varied dramatically soley due to the angle at
- which the camera was looking at things.
-
- I know that probably does'nt help much. I just thought I'd make an
- observation. I'm curious to know if anyone else has this problem.
-
- AP.
-
- ##
-
- Subject: Mem Fragmentation
- Date: Tue, 19 Nov 91 14:36 EST
- From: "Marc Rifkin" <R38@PSUVM.PSU.EDU>
-
- With respect to memory, I have noticed (for what it's worth) that
- Imagine seems to dynamically allocate memory each frame depending
- on its world size and then actually starts to give back memory towards
- the end of each frame.
-
- Marc Rifkin
- Integrative Technologies Lab, Penn State University
- 5F Mitchell Building, University Park, PA 16802
- 814-863-8062 or for you normal people, r38@psuvm.psu.edu
- "Say, that's a nice bike!"
-
- ##
-
- Subject: Camo Causing Crashes?
- Date: Tue, 19 Nov 91 16:32:01 PST
- From: Daryl T. Bartley <dmon@ecst.csuchico.edu>
-
- Just a quick question about the camo texture. It keeps crashing my machine!
- And while many many things I do in Imagine do this, I didn't expect it from a
- texture! Is there some odd thing about camo that causes this? Every time I have
- tried to use it, no matter how simple the object, it bought the farm. Anyone
- have ideas as to why? I'm running on a (insane laughter, straightjacket being
- tightened) 1 meg 2000. Any help is appreciated.
-
-
- Daryl Bartley
- dmon@cscihp.ecst.csuchico.edu
-
- ##
-
- Subject: Camo bug on 68000
- Date: Tue, 19 Nov 91 18:37:42 -0800
- From: mcinnis@lll-crg.llnl.gov ( James McInnis)
-
- Daryl Bartley asks...
-
- >Just a quick question about the camo texture. It keeps crashing my machine!
-
- I had this problem with camo on my stock 68000 Amiga 1000. It seems that the
- first version of camo crashed on the 68000, I ran it succesfully on a 68030
- A 2000.
-
- I sent the disk back to Impulse, explaining the problem, and they quickly
- sent a replacement that fixed the problem. Of course, now I have a 3000, so
- it doesn't matter! So see about getting the camo texture upgraded or wait for
- 2.0 (which, one hopes, will have the fix.)
-
- Jim
-
- ##
-
- Subject: Just wondering
- Date: Tue, 19 Nov 91 21:48:22 CST
- From: mikel@sys6626.bison.mb.ca (Michael Linton)
-
- How can I put Imagine animations to a frame accurate VCR. What I mean is so
- that I don't have to load the entire anim into ram first, then play it back
- while recording. What kinds of software/hardware is required to control the
- playback etc. Is it required that I render an animation in ANIM format, or
- can it be done in Imagine format. Just curious.
-
- Michael.
-
-
- --- (Michael Linton) a user of sys6626, running waffle 1.64
- E-mail: mikel@sys6626.bison.mb.ca
- system 6626: 63 point west drive, winnipeg manitoba canada R3T 5G8
-
- ##
-
- Subject: Re: Camo bug on 68000
- Date: Tue, 19 Nov 91 22:25:54 PST
- From: Daryl T. Bartley <dmon@ecst.csuchico.edu>
-
- Aha! Thanks for the help. It was driving me crazy! I think I'll try and wait
- for 2.0, and perhaps some hardware upgrades! :)
-
- Thanks again.
-
- Also, while I'm posting to the list, I might as well ask another question. Is
- there any way to get a pseudo-acceptable water effect using disturb? I know the
- best way is to use a brushmap, but with my teeny weenie system, that's not very
- easy. So, is there any way to get CLOSE to a watery surface?
-
- Daryl Bartley
- dmon@cscihp.ecst.csuchico.edu
-
- ##
-
- Subject: Cylinder Bending
- Date: Wed, 20 Nov 91 09:42:51 CST
- From: Wayne Haufler 283-4160 <haufler@sweetpea.jsc.nasa.gov>
-
- Hello,
-
- Its been awhile since I tried this, so I can't describe what I did in
- detail, but I had problems trying to bend a basically cylindrical
- object in an arch about 30 degrees by conforming it to a sphere or a
- cylinder. I was trying to 'arch the back' of a space shuttle object.
- I tried a few different locations of the object's axis, but
- got really strange results.
-
- Has anybody tried to do anything similar, or has some experience with
- the 'Conform to Cylinder' feature? I may try some more tests and get
- back with more detailed info. Thank you in advance.
-
-
- __ Wayne A. Haufler [Christian/SW Engineer/XLib'er/Amigan]
- \\ /\\ /\\ //_ haufler@sweetpea.jsc.nasa.gov MDSSC - Houston
- \/--\// \//__ Hobby:"Exploring the Use of Computer Graphics and
- // Animations To Support Christian Endeavors"
-
- ##
-
- Subject: Single frame control Animation
- Date: Wed, 20 Nov 91 12:26:10 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- In regards to the message about single frame control animation:
-
-
- It sounds like you want to merely append many small animations
- into one long one. If this is the case, then all you need is really a
- frame accurate VCR ($$$) and some sort of 'genlock' to get the video
- signal out of your amiga. You may be able to obtain a cable to take the
- 23 pin video out from the amiga, and into something which takes RGB.
-
- I currently, have a firecracker, and the break out cable which
- takes a DB23 pin connector on one end, and then has 4 BNC's on the
- other, seperate RED, GREEN and BLUE plus SYNC. The point is, the cable
- also attaches to the back of my A3000, so I can get video directly out
- of it.
-
- One problem: not many VCR's take RGB, (i don't have one.)
- However, I recently heard ofthe commodore A520. This takes the 23 pin,
- and instead of making it into RGB, makes it into standard composite
- video, (RCA cable in this case).
-
- So, if you want to run animations onto to tape, you could merely
- put down the first part, then delete it from you Amiga, and then set the
- vcr to start at the point you want, and cue up the animation. As for
- triggering it, I am not sure how. I dont't think Imagine takes a GPI
- trigger. But here is another idea. Use the imagine format, and have it
- play about 20 frames of any frame over and over. This way when it
- starts, you can press the spacebar to stop it, before it the real
- animation starts. Now right after those 20 frames, have it play another
- frame, ie the first frame of the animation. This will enable you to
- press spacebar until exactly the first frame is on the screen. Now set
- your VCR rolling, and when you want, press F1 or F2 and so on depending
- on the speed you wish the animation to run at.
-
- I have to admit, there is a high chance of error, but with a
- frame capable VCR, if make a mistake, you should be ablee to only have
- to slice off a frame to go back to it again at the most, really you
- should be able to set it to start at the frame you messed up on.
-
- If you want to do true single frame recording though (usually
- done only with 24 bit), you'll need a single frame controller ($$$$).
- The cheapest I can think of is the Personal Single Frame control.
- However, the preffered method, (I am wait for price drops) is to use a
- re-writable optical video disk. (I'll probablbe waiting several
- years!).
-
- Hope this helped. I have yet to do single frame yet (my
- firecracker took up the last of my funds), but I have been thinking of
- makeing a long animation also, and using the technique you were asking
- about. If I ever get around to it, I'll let you know what happens.
-
- Mike C.
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: Imagine List now Online on Portal
- Date: Wed, 20 Nov 91 13:11:17 EST
- From: spworley@Athena.MIT.EDU
-
- For those of you who read this mailing list from Portal, you no longer
- need to tie up your mailbox any longer; the list is fed directly into
- its own message base in the Amiga mesages section. I am removing all
- current Portal Email addresses from the list; I would assume most of
- you will find it easier to read postings from the message base. If,
- for some reason, you still want Email piped in, please mail me and I'll
- reinclude you.
-
- This only applies to the people who read the list from the Portal
- on-line services BBS- the rest of you will be unaffected.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: Firecracker 24, opinions
- Date: Wed, 20 Nov 91 18:46:18 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- The first thing I can say about my impressions of the
- firecracker are WOW!
-
- My dad has a toaster, and there is a SIGNIFICANT difference in
- the quality of the images i see.
-
- Note: part of this may be due to the fact the the toaster
- outputs composite, while the firecracker seperate RGB which is a much
- purer and cleaner signal. In fact, I think it's the highest quality
- signal available.
-
- I am using a Panasonic RGB monitor to view the images, and so I
- keep my C 1950 which doesn't flicker. 2 monitors is a great way to go
- if you can afford it, but obviously you don't have to, since the
- firecracker itself always outputs the normal amiga video as a loop
- through.
-
- With my setup, In workbench, I notice alot of flicker on my
- panasonic, from the firecracker. I would beleive then, that if you were
- to simply use one monitor, (it couldn't be the 1950, it would have to
- take the 23 pin cable , 15khz) you would get flicker. My advice, try to
- obtain a second monitor.
-
- As for the basic quality, the images it shows are clean and
- crisp. Most of the work I do uses the 768x482 size format, though it
- can take 1024x768. Impulse reccomend the lower resolution image, and in
- my experience the higher 1024 resolution doesn't really gain any extra
- quality.
-
- Light 24 is a superb program, and the Renderpaint feature alone
- makes it worth buying the firecracker. It handles gradients smoothly,
- and easily. I use it often to render an object I am working on to see
- how it looks in 24 bit, since it will render faster in the paint program
- alone, than if you were to render it in imagine.
-
- The price i beleive is around $1000 still from mail order, but
- you should be able to get them down a little lower.
-
- Note: Unfortunately, the "use firecracker 24" in imagine has yet
- to be implemented, even as of version 1.1, but 2.0 should support it for
- direct viewing of rendered images. Right now, you have to go into
- light 24 to view a picture.
-
- One more thing, if you own Vista Pro, you should see the images
- in 24 bit displayed on the firecracker. I wasn't very impressed when I
- bought Vista, but the HAM and Hires images don't do it justice.
- Needless to say, very good looking in 24 bit.
-
- All in all, the firecracker is a great card, and I am very happy
- with it. It should be the second to best quality card out. The only one
- better than it that I have read about, is a new card called the
- Rembrant, I think it's by progressive peripherals. But it will cost
- about 4 times as much I beleive. And as for the GVP 24, I really can't
- say how good it is, but once again, I think the firecracker is cheaper.
-
- If you have any technical questions, I would recommend you call
- Impulse, I'm sure they would be glad to help you.
-
- Mike Comet
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: Single-frame for LESS
- Date: Wed, 20 Nov 91 19:09:40 EST
- From: alan@picasso.umbc.edu (Alan Price)
-
- Howdy. While there's discussion going on about single-frame recording,
- I would like to throw in my two cents. I'm going to describe a method
- which I like to think could be considered as 'beating the system', or
- the 'analog-hacker rig-it-anyway-you-can' system. I've used this method
- to create an 8.5 minute animated film which has been doing pretty well
- at various film/video festivals. Anyway, if you are interested in a way
- to get your animations out to a broadcast quality medium for a hardware
- cost of $500 or less, read on.
-
- NOTE: This note turned out rather long. I consider it worthwhile information,
- I hope you do too. I am attempting only to suggest a legitimate alternative
- to the expensive hardware costs of single-frame recording.
-
- Presently, the cheapest video deck that can do true single-frame accurate
- recording is a S-VHS JVC deck that sells for about $7000 (with TimeCode
- card). As previously mentioned, the cheapest software controller for this
- deck would be the Personal SFC for about $500. This is way beyond the
- range for most of us working as individual artists.
-
- A primitive work-around is to compile anims on your Amiga, play them
- back through an encoder onto a video recorder in lots of chunks, either
- making your best-bet at pausing the deck on and off to make seamless
- 'edits' (not very likely), or to rent time on a video editing system some-
- where, or go to your local school's video media department and haggle for
- access to one, in order to edit all these 'chunks' together. In this case,
- you are at the mercy of the quality of your encoder/genlock as well as
- the quality of the VCR you are recording on. (Same with the latter: if
- you have a $7K VCR and a $30 A520, what's the use?) This is OK for playing
- around or testing motion, but for any large scale or serious projects,
- it's rather futile.
-
- So.... my solution? GO TO FILM!!!!
-
- Yes, film. 16mm color negative will give you better color saturation,
- better contrast ratio, better gamma level, better resolution, etc, than
- ANY video recorder or encoder can provide. The only competition would be
- if you could use 1" video, and even that would only be in terms of
- resolution, NOT color saturation or contrast. As you may know, most
- quality television commercial productions are shot in film for that reason.
- (35mm AND 16mm.)
-
- And what's more, there's nothing quite as exciting as when you get your
- film back from processing and project it on a 12 FOOT WIDE SCREEN!
-
- I am NOT talking about using a 'film recorder'. Those too, are very
- expensive devices. I'm talking about setting up a 16mm camera with a
- nice lens in front of your RGB monitor in a darkened room.
-
- Next question: Isn't film ridiculously expensive? Answer: NO, 3 minutes of
- film stock is by far more expensive than 3 minutes of video tape, BUT
- 16mm film equipment is CHEAP compared to video equipment. You can buy
- a used 16mm Bolex camera for as low as 250 dollars (Though I have known
- people to buy Bolex cameras for as little as $25 at yard sales or flea
- markets. You might even ask your grand-parents if there's one in the attic.)
- If you buy a Bolex new from a commercial dealer, you'll pay more like
- $1500. But that's still cheap compared to video equipment. Beside, you can
- run around and shoot live-action movies with the thing, too!
- A Bolex can hold a 100' roll of film internally, which is 3 minutes worth.
- A 100' roll of Kodak color negative film costs about 25 dollars, and about
- 30 dollars to process AND get a positive print of.
-
- Obviously, once you have your animation on film, you can get it transferred
- to video at various levels of quality. Do it at your local video store for
- 20 bucks or so, or pay a film/video lab to professionally transfer it
- to the video format of your choice with a flying-spot laser system such
- as a Rank-Cintel. Doing it this way will make it look like you mastered
- on 1" or D2, or better.
-
- Another advantage to note is that color negative film has a huge latitude
- for exposure and color-correction when the lab prints it for you. Also,
- film has a longer shelf-life than video tape. (Imagine the awful feeling
- one gets in the gut when you look at the video tape that the computer just
- spent five days rendering to, and there's a big 'drop-out' right in the
- middle of it. This will NEVER happen to film.)
-
- Here's what I've set up: I have written an ARexx script that runs as a
- background task while Imagine is busy rendering frames. After waiting an
- interval estimating the length it takes to render each frame, the ARexx
- script checks to see if the pic file exists yet, and if so, uses a display
- program to bring the pic up on screen. It then sends a message to the
- serial port, which sends one of the pins high, thus triggering a relay
- I wired up using Radio Shack parts, which in turn triggers the motor drive
- attached to the Bolex to shoot 1 or 2 frames (or more, depending)
- (The motor drive is something I also built myself, not requiring much
- work and only about $40. Motor drives manufactured for the Bolex can be
- bought commercially.) The Arexx script then systematically deletes the
- pic file in order to avoid filling up my measly 50MB drive.
-
- This method relies on only one thing for 'top' quality, and that's how
- good your RGB monitor's display is. This obviously would include display
- boards output too, such as DCTV, HAM-E, FC24, etc.
-
- Most Bolex cameras have a nice set of lenses. (If you look for a used
- package, make sure it has a lens or lenses, if not, you could wind up
- paying just as much or more than you paid for the camera to buy an
- individual lens.) A 25mm lens is the 'standard' focal length lens for
- 16mm. A 50mm is good for shooting your monitor because it will help
- 'flatten' out the curvature of the screen. Avoid glare and reflections
- by shrouding the camera/monitor set-up with black-out cloth, or just
- render during the night and go to sleep happy. Since the camera and film
- just sits still if you interrupt the process for any reason, you'll be
- ready to pick right up again at any time. With video, you have to always
- rely on Time-code accuracy, and the deck has to sit in pause and search,
- and do pre-rolls, all things that can be troublesome until you've thoroughly
- sunk your life savings or your boss's budget into it.
-
- I have this system _working_. I also just did some rendering with a friend
- using his DCTV. It looked real nice running at 24 frames per second on a
- big screen. (Though shooting off an RGB monitoris considerably sharper.)
- If anyone would like more information on this techinique,
- send me a note, I'll show you my ARexx script and how to wire the relay to
- the serial port (with proper disclaimers, ofcourse:) and any other info
- you might want, like where to start looking for cameras, etc.
- If anyone has doubts about the quality, send me a SASE envelope and I'll
- send you a section of 'workprint' of my last film. You could look at it
- with a slide projector, etc. I've made three prints of the film itself,
- and have not professionally transferred it to video. Though I do have it
- on VHS by using an inexpensive 'film-chain'. Send me a blank SASE VHS
- tape and I'll give you a copy of the film.
-
- I hope this helps some of you budding animators who've got the desire
- but not the 'goods'.
-
- ##
-
- Subject: (Re) Firecracker 24, opinions
- Date: Wed, 20 Nov 91 19:13:08 -0800
- From: clin@nike.calpoly.edu (Chihtsung Jeffrey Lin)
-
- Just wondering. Can Firecracker do animations in 24-bit?
-
- Jeff :-)
-
- ##
-
- Subject: Memory use for brushmaps
- Date: Wed, 20 Nov 91 20:31:45 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- Question for you Imagine gurus: lets say I have an object to which
- I attach a brushmap. Then I load 10 instances of the object into
- the stage editor. When I render this scene, does Imagine load the same
- brushmap 10 times (as it does with the object definition)? If so, that
- could get to be very memory intensive very quickly. Is there any way
- to have it use the same brushmap data?
-
- I wish one could do that for objects also. I often load an object into
- the stage editor many times and position each one differently. If
- Imagine had the ability to load the definition once and just store
- the positions and orientations for each new instances, that would
- save a bunch of memory in some cases.
-
- - steve
-
- ##
-
- Subject: Rendering times with an '040?
- Date: Wed, 20 Nov 91 20:27:10 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- Has anyone run Imagine with one of the Progressive 68040 cards?
- I'd be curious to find out how much it improves rendering times.
-
- Imagine is fairly speedy now on my 68030, but supposedly an '040 at 24 mhz
- has almost 4 times the floating point performance of a 68030 at the same
- clock speed. Since ImagineFP is, I assume, heavily floating point
- intensive, the '040 should speed things up nicely. Anyone have any
- specific numbers for Imagine times?
-
- One nice thing about these cards is the price: Go Amiga has the 2000
- version for $1595, which is only $200 higher than a 33 mhz '030. It seems
- like anyone looking at an '030 upgrade might want to consider the '040.
-
- - steve
-
- ##
-
- Subject: Firecracker 24 & Animation :(
- Date: Thu, 21 Nov 91 09:44:39 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- The only 24 bit display device that runs on the amiga that can
- do animations in real time (that i know of) is DCTV.
-
- However, I recently read, that one would be better off sticking
- to the higher quality device (ie firecracker) and upgrading to more
- equipment later, (and in the meantime useing say,production houses).
-
- The firecracker can display 24 bit images, but nowhere near the
- speed to make an animation. It usually takes several seconds to load up
- a pic in Light 24. So, to animate with it, you'll need to single frame
- control, or use the film technique as described above. (interesting
- solution).
-
- Mike C.
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: Re: Firecracker 24 & Animation :(
- Date: Thu, 21 Nov 91 10:26:48 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > The only 24 bit display device that runs on the amiga that can
- > do animations in real time (that i know of) is DCTV.
-
- While I have not seen it myself, the Rambrandt board from Progressive
- Peripherals is supposedly capable of 24bit animation to some degree.
- I am uncertain how high a resolution can be used and still obtain 30 fps,
- but I believe 320x200 is no problem. Of course this board is a real graphics
- board whereas the Firecracker is merely a display device (a dumb frame
- buffer as we call them in the industry). The Rambrandt uses a 40MHz 34020,
- an optional 40 MFLOP 34082 FPU, and up to 8MB of RAM. Of course all this
- power doesn't come cheap....around $4K.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Camo bug on 68000
- Date: Wed, 20 Nov 91 22:20:09 CST
- From: telepro!James_Hastings-Trew@access.usask.ca (James Hastings-Trew)
-
- In a message dated Wed 20 Nov 91 01:06, Daryl T. Bartley <dmon@ecst.csuchic
- wrote:
-
- DTB> Aha! Thanks for the help. It was driving me crazy! I think I'll try
- DTB> and wait
- DTB> for 2.0, and perhaps some hardware upgrades! :)
-
- DTB> Thanks again.
-
- DTB> Also, while I'm posting to the list, I might as well ask another
- DTB> question. Is
- DTB> there any way to get a pseudo-acceptable water effect using disturb?
- DTB> I know the
- DTB> best way is to use a brushmap, but with my teeny weenie system,
- DTB> that's not very
- DTB> easy. So, is there any way to get CLOSE to a watery surface?
-
- Yes. Put 3 disturb textures on the surface at different wavelengths,
- amplitudes and orientations (rotations) and you should get acceptable water
- effects. I have put disturb textures on surfaces and morphed from one
- object to another. I had the disturb textures in different positions and
- orientations, and transposed them on the surface by 2X the wavelength on
- the Y axis (local) on the second object, and got good moving water surfaces
- that way.
-
-
- -- Via DLG Pro v0.985b
-
- --- James Hastings-Trew telepro!JAMES_HASTINGS-TREW@access.usask.ca ---
- -> If everyone in China jumped at the same time <- subliminalmessagewith
- -> would they bring back TWIN PEAKS? <- subtlebutdeviousplan.
-
- ##
-
- Subject: More single-framing to film
- Date: Thu, 21 Nov 91 17:26:45 EST
- From: alan@picasso.umbc.edu (Alan Price)
-
- Lawrence Kesteloot, President of Virginia Tech SigGraph,
- (lkestel@csugrad.cs.vt.edu) received the posting I made about single-
- frame recording to film through channels other than this list. He asked
- some questions that help clarify a few matters. Others on this list
- have expressed interest in this, and I am preparing a document that
- illustrates my set-up. If anyone else wants a copy when it's done, I'll
- be glad to send it. Meanwhile, here's the response to Lawrence's note:
-
- Lawrence,
- I'll attempt to answer your questions below:
-
- > The question I'd like to ask is whether or not you got any problems
- > with the 30 frames a second/24 frames a second conflict.
-
- This, in it's most strict sense, is not a problem. When transferring
- your finished film to video, a professional service uses a system that
- 'spreads' the frame information accurately across the difference in
- video frames. If transferring on a less expensive film-chain, like your
- local photo-store's, a special five-bladed shutter projector is used
- to erradicate any apparent 'flicker' caused by phase-shift between the
- two frame-rates.
-
- HOWEVER, if you are creating an animtion that is designed to be
- frame-accurate with an existing sound-track and you have meticulously
- counted frames in terms of 30 fps (and using the 'elapsed time'
- indicator in Imagine's menu bar, which I wish could be user-defined.)
- then you should shoot the animation to film at the same 30 fps.
- Most film productions that know they are shooting film for TV shoot
- at 30 fps for the best possible compatability. This would only apply
- if your end product is to be on VIDEO only. If you do want the film
- to work for theatrical screenings, then compose or readjust your
- soundtrack to 24 SMPTE time code in the case of Midi stuff, or use
- the traditional method of film sound-work and transfer the sound to
- 16mm audio stock and make your frame-count on it.
-
- >I did a bunch of computer animations (mostly ray-traced) with 8mm
- >film (running 18 frames a second), and the retrace was so bad I
- >could hardly see the animations properly. I could actually look
- >at the film itself and see thick black lines through the picture.
-
- The 'retrace' you mention is the scan rate of NTSC video. Video runs
- at 30fps, (to be exact: 29.97 fps) but the scan rate is actually
- 60Hz. Each video frame is broken into two 'fields' (ala 'interlace')
- where every other line of a total of 525 is drawn left-to-right down
- the screen and the persistence of the phosphours (sp) of the monitor
- retains the first set of lines while the alternate set is being scanned.
- When shooting film of a TV set at any speed OTHER than an exact 29.97
- frames per second will result in some kind 'phase-shift' allowing the
- film to record the vertical blanking signal of the video frames, first
- in one position, then slightly in another, giving the 'rolling bar' look.
- Or the speed could be so far off that it's just a wild flicker.
- For people with a camera that is crystal-controlled to run at EXACTLY
- 24 fps, it is recommended to use a shutter angle of 155 degress for
- best results. In other words, it's very tough to do.
-
- One way I've acheived succesful results with a film camera shooting
- computer animation as it plays on the screen, is to slow the playback
- speed of the animation down to 1/4 of the original, then run the
- camera at 6 fps rather than 24. A shutter speed at 24fps was 1/48 sec.,
- so at 6fps the shutter speed is 1/12 sec. 1/12 sec allows the scanline
- to go by four times, resulting in film clear of any 'roll bars'. Playing
- the film back at 24fps ofcourse brings the animation back up to its
- proper speed. The same formula could be applied to your S8 camera.
-
- This confirms your observation:
-
- >I also took a bunch of 35mm still photographs, and found that any
- >shutter opening less than about 1/8th of a second would cause problems
- >with the retrace. ..Did you set the shutter speed to anything?
-
- The optimum shutter speed for shooting an exposure of your monitor
- would be a full second. This allows the scan to complete a total of
- 60 times. It would also allow you to use a low ASA film stock which
- would result in a very fine-grain, high-res image. When doing the
- single frame approach I outlined, you simply adjust the motor-drive
- to expose each frame accordingly. I have used 1/5 sec and 1 full second
- exposures (on different systems) and gotten very good results.
-
- >And, out of curiosity, how did you do the motor shutter release?
- >I built half of one last year to set off my 8mm, but could not find
- >a motor strong enough to actually push the shutter release cable
- >(my 8mm camera had no other way of taking a frame).
-
- The Bolex has a 1:1 drive shaft on it for the use of animation motors.
- The film-advance mechanism is tied directly to this shaft. If it is
- turned slowly, the next frame will be moved into place and then exposed
- for however long it takes to get the shaft the rest of the way around.
- You can buy these motors, which usually have a shutter speed of 1/5
- or 1/10 sec., or make one. I made one using a DC voltage-controlled
- gear-head motor cannabalized from one of those goofy miniature satelite
- dishes. (ok, they have their uses.) There are also surplus catalogs
- where they can be had for 20 bucks or so. Or you local used electronics
- store like my local "Vulcan Electronics" (with a poster of Spock on the
- front window and the guy seems to find the price for everything somewhere
- on the ceiling.:)
-
- The situation you describe is a camera that does not have a drive shaft
- but a socket for a cable release to trigger the single frame. First of
- all, a problem is that this means the shutter speed is pre-set when
- single framing, probably something like 1/60 or 1/40 sec. This will not
- work to avoid scan-lines. Some cameras like this, however, have a switch
- that makes the shutter act like the 'bulb' setting on a 35mm still
- camera: as long as you hold the button down, the shutter will stay open
- for timed exposures. The Bolex camera can ALSO do this. This trigger
- mechanism requires a lot more torque than the 1:1 shaft, though. I have
- a freind who made a device to trigger his this way. He went to a junk
- yard and pulled the solenoid that drives the power door-lock from a car
- door, A 12volt power supply and parts for a timer circuit from Radio
- Shack and viola! He used it to drive across country with the camera
- pointing out his windshield, taking frames every 30 seconds or so.
- It was an incredible film.
-
- >Our club here has done tons of animations, we just
- >can't get them onto tape!
-
- Ok, put them on film, buy a projector at a flea market or somewhere,
- and show them on a giant screen at your next meeting!
-
- AP.
-
- ##
-
- Subject: More 3D information for some
- Date: Thu, 21 Nov 91 15:04:35 PST
- From: worley@updike.sri.com (Steve Worley)
-
- If you have a good noise filter, wading through the posts in
- alt.models can often turn up some neat ideas that are quite applicable
- in 3D modelling. In the past, I've seen sources for real-world
- blueprints, color charts for military vehicles, insignia sources, and
- various little snippets of information like what color wingtip lights
- are and how often they should blink. Also, many of you realize how
- useful plastic model kits can be if you want to hand-digitize them,
- and this newsgroup is THE place to ask about the availablility of
- certain models, and questions about which brands are better. You
- do have to search for the gems in the mud, though, but I find it
- more than useful enough to spend the time.
-
- Just a hint for everyone who can't get enough information. (Like me!)
-
-
- -Steve
-
- ##
-
- Subject: Re: Camo Causing Crashes?
- Date: Thu, 21 Nov 91 12:04:06 CST
- From: mikel@sys6626.bison.mb.ca (Michael Linton)
-
- Daryl T. Bartley <dmon@ecst.csuchico.edu> writes:
-
- > Just a quick question about the camo texture. It keeps crashing my machine!
- > And while many many things I do in Imagine do this, I didn't expect it from a
- > texture! Is there some odd thing about camo that causes this? Every time I ha
- > tried to use it, no matter how simple the object, it bought the farm. Anyone
- > have ideas as to why? I'm running on a (insane laughter, straightjacket being
-
- Hmmmm, interesting. I have renderd the camo texture on a 3.5 meg A500 and on
- a 6 meg A3000, and a 10 meg A3000, and have had no problems at all. There
- must be someting wrong with the texture. Maybe you should try it on a friends
- machine, and see if the same thing happens. If it does send your disk back
- to Impulse, and ask for a new one. Is ir possible that you are running out
- of ram? Try to render it again, and pull the Imagine screen down and click
- on the Workbench. Then watch the ram go down. If it crashes when your ram
- get really low, that could be the problem. Hope this helps.
-
-
- --- (Michael Linton) a user of sys6626, running waffle 1.64
- E-mail: mikel@sys6626.bison.mb.ca
- system 6626: 63 point west drive, winnipeg manitoba canada R3T 5G8
-
- ##
-
- Subject: Re: More 3D information for some
- Date: Thu, 21 Nov 91 21:56:56 EST
- From: reynolds@fsg.com (Brian Reynolds)
-
- There is also rec.models.rockets (flying model rockets) for scale
- spacecraft and rec.models.rc for the RC crowd.
-
- If rec.models.railroad passes (I don't think the vote has started yet)
- they should be a pretty good source too. There are several "mini-CAD"
- systems for doing layout and scenery design and for fabricating
- railroad structures. Model Railroad always has a set of plans each
- month. They have varied from locomotives, to assorted rolling stock,
- stations, mines and other industrial sites and buildings.
-
- The Plastistrut catalog is also a good source. The last time I got a
- catalog (which shows dimensioned cross sections of all the structural
- pieces they sell) they threw in a free set of plans for building a
- swinging railroad draw bridge (it rotates about a center pivot instead
- of lifting into the area). Plastistrut's plans are cross referenced
- with their catalog. (guess where they like you to buy the bits and
- pieces from? :) You could use a set of plans and the catalog to
- extrude all the structural members, chop them to fit, and then build a
- model.
-
- Brian Reynolds "... a drone from sector 7G."
- Fusion Systems Group
- reynolds@fsg.com -or- ...!uupsi!fsg!reynolds
-
- ##
-
- Subject: how can I do this easily?
- Date: Fri, 22 Nov 91 10:40:12 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- Has anyone discovered any easy ways to do these things?
-
- - I have a staging file which contains perhaps 75 to 100 objects.
- Each of these references an object in <blah>/Im_Objects/*.
- I want to move the objects to a different location in my
- filesystem, but since the Stage Editor remembers the path names,
- I have to edit the objects from the Action editor to change
- the pathnames. Well, OK, but this is slow and tedious when
- you have 100 objects to modify. Has anyone figured out a
- better way to do them all at once?
-
- - I want to insert, say, 200 frames in the Action Editor such that my
- current frames shuffle to the right but otherwise remain the same.
- Any ideas? Perhaps there is something obvious I'm overlooking here?
-
- I'm using 1.0, if that matters. (Yeah, I just the disks to Impulse to get
- the 1.1 version).
-
- - steve
-
- ##
-
- Date: Fri, 22 Nov 91 11:28:56 -0700
- From: HURTT CHRISTOPHER MICHAEL <hurtt@tramp.Colorado.EDU>
-
- *** An Amiga Art Contest!!! ***
-
- Sponsored by CATPAN BBS
-
- The Society of Amiga Graphics Artists and the CATPAN BBS are proud to
- present the Amiga Graphics Art Contest. This competition has several
- different categories, including IFF pictures, HAM/IFF-24 pictures, and
- Ray-Trace.
- The IFF category includes all pictures with 64 colors or less created
- with programs such as Deluxe Paint. HAM/IFF-24 includes pictures with
- anywhere from 4,096 colors to 16.7 million, such as those created with
- Digi-Paint, DCTV, HAM-E, etc. Ray-Traces can be any Amiga resolution,
- but the final product must be direct, untouched output from such programs as
- Imagine, Lightwave, or Turbo Silver.
- The grand prize winner will receive either a $30 gift certificate at
- Software Etc. or $50 Donator Access on the CATPAN BBS. The rules are as
- follows:
-
- 1) All pictures must consist of completely original work by the artist.
- If the category being entered is IFF or HAM/IFF-24 the pictures must be
- completely hand drawn. If the category is Ray-Tracing, all objects,
- brushmaps, etc. must be the creation of the artist. The pictures must
- not have appeared in any publications/disk collections.
-
- 2) The artist may enter a maximum of one picture into each category. In
- other words, they may turn in a maximum of 3 pictures (one HAM/IFF-24
- picture, one IFF picture, and one Ray-trace).
-
- 3) Each picture must be accompanied with some information on what software
- was used to create the picture, and some techniques the artist used to
- create that picture. All entries should be uploaded to the CATPAN BBS
- at (303)494-4825 (USR Dual Standard).
-
- 4) All pictures will be judged by local Amiga SysOps in Colorado. One
- grand prize winner will be chosen from the various categories, and will
- receive either a $30 gift certificate redeemable at Software Etc., or
- $50 Donator Access on CATPAN BBS. Second, third and fourth place
- winners will also be chosen and awarded $20, $10 and $5 Donator Access
- respectively.
-
- 5) All pictures must be turned in by midnight, December 31, 1991. Winners
- will be announced on the CATPAN BBS by January 5th, and prizes awarded.
-
- Everyone is welcome to join in, and if you have any questions, please
- leave them to either Charles Holt (Grimalkin), or Chris Hurtt (ZeppeLin) on
- the CATPAN BBS.
-
- ##
-
- Subject: more model info
- Date: Fri, 22 Nov 91 11:00:49 PST
- From: worley@updike.sri.com (Steve Worley)
-
- >> and this newsgroup is THE place to ask about the availablility of
- >> certain models, and questions about which brands are better. You
- >>
- > Ok, I'll bite. I recently bought an AT-AT and this should keep me
- >busy for some time. I figured I'd warm up on it before pursing one of my big
- >goals- the Millenium Falcon. My question is this: anyone know of a good source
- >of CAD like plans for Star Wars ships? If your big on Star Trek I know that
- >theres a couple big resource books that have schematics for EVERYTHING! I'd
- >sure like this for Star Wars.
- > Also, how well does the digitising method work? I'm just measuring by
- >hand right now, but am considering buying a DigiView. Hell, for that matter
- >what is everyone's opionion on DigiView? Think it'll ever support digitizing
- >24-bit?
- >
- > Thanks!
- >
- > Chris
- > hurtt@tramp.colorado.edu
-
-
- I don't know of any Star Wars schematics, but you could ask on alt.models
- and rec.movies.sf.
-
- Digiview is really passe'-- if you want to slow scan digitize, get a
- DCTV which has (IMHO) better quality and supports color. As a slight
- side benefit, you get a wonderful display device... :-) :-)
-
- There is an article in the December AVID magazine about building 3D
- computer models from plastic model kits. It talks about different
- sources, measurement methods, and overall design planning. In January
- another article will follow it up to describe complex shape
- digitizing, like boat hulls and the saucer section of a popular
- spaceship.
-
- Hope this helps.
-
- -Steve
-
- ##
-
- Subject: Re: more model info
- Date: Fri, 22 Nov 91 16:54:42 EST
- From: reynolds@fsg.com (Brian Reynolds)
-
- Bantam books published a set of Star Wars blueprints. I don't know if
- they are still in print. You may be able to find a copy at a comic
- book store. Bantam also published at set of books with design drawings
- and sketches. The ones I can think of are "The Art of Star Wars"
- (contains the entire script with various drawings, sketches, photos,
- and artwork interleaved), "The Star Wars Sketchbook" (contains
- preliminary sketches of the various ships and droids), and sketchbooks
- for the other movies.
-
- Brian Reynolds "... a drone from sector 7G."
- Fusion Systems Group
- reynolds@fsg.com -or- ...!uupsi!fsg!reynolds
-
- ##
-
- Subject: Satellite models
- Date: Fri, 22 Nov 91 16:46:52 PST
- From: worley@updike.sri.com (Steve Worley)
-
- This was just posted to alt.models, if you're interested in space vehicles.
- Ed Chadez and other space-dudes, you might want to look into this.
-
- -Steve
-
- >>I am looking for persons interested in modeling satellites from the
- >>U.S. space program, the Soviet space program, and other countries.
- >>
- >>Also, does anyone know of any kits that are available dealing with
- >>this subject. I haven't found any, so I have had to make all of
- >>my models from scratch. Thanks.
- >>
- >You might want to talk to Planetary Society in Pasadena, CA.
- >I use to work there and saw some paper and plastic models
- >for Magellen, Galileo, and Voyager probes. My brother is doing
- >a 3D model of Galileo base on schematics provided by JPL
- >but, it'd be easier if I get him a real model.
- >
- >Planetary Society
- >65 N. Catalina Ave
- >Pasadena, California 91106
- >(818)793-5100
- >
- >-Viet
- > vho@gnu.ai.mit.edu
-
- ##
-
- Subject: Attributes
- Date: Fri, 22 Nov 91 14:12:55 PST
- From: worley@updike.sri.com (Steve Worley)
-
- A while ago I suggested we try to compile a set of attributes into a library
- of surfaces we could all use. I put the 20 or so attributes I had built
- up on Hubcap.
-
- Haven't heard anything from anybody since then.
-
- Once again, I ask you to either email me your favorate sets of
- attributes (either the saved files from the attributes requestor, or
- the raw numbers from the attribute settings), or just upload them to
- hubcap. I will volunteer to collect and assemble them into a single
- set we all can use. Wouldn't it be really nice to just load
- "dirtyglass," "asphalt" or "mirror" instead of figure out all of the
- parameters every time?
-
- When Imagine 2.0 comes out we can extend the library to include common
- texture and brushmap settings.
-
- -Steve
-
- --------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- --------------------------------------------------------------------------
-
- ##
-
- Subject: Re: Satellite models
- Date: Fri, 22 Nov 91 23:12:54 EST
- From: reynolds@fsg.com (Brian Reynolds)
-
- Here is the address for the company making the paper models of
- US space probes:
-
- Space Craft International
- 953 East Colorado Blvd., No. 201
- Pasadena, CA 91106
-
- They make models of Voyager, Galileo, Magellan, and Hubble.
- The kits were released in approximately that order, and the newer ones
- get better and better (e.g., Hubble has metallic coating on the solar
- collectors and they include a piece of metallic foil for the telescope
- tube's heat shield). Each kit includes information about the
- spacecraft and its mission, and suggestions for building science fair
- style displays. The kits go for about $15, and can be ordered direct,
- or may be in stock at your local science museum. Although I haven't
- finished any of them (I'm still trying to figure out how to convert
- them into 3D computer models), I like them a lot. The print is very
- good, both sides are registered, and the laser cutting is very clean.
-
- There is also a company selling resin models of US space
- probes. Their address is:
-
- Lunar Models
- 5040 Grisham, #102
- Rowlett, TX 75088
- Phone: (214) 475-4230 9:00-17:00 CST
-
- These kits are expensive. A 1/25 scale Lunar Rover is $57.95.
- The Voyager is $74.95. Future releases are listed as Hubble in 1/72
- to match the Monogram Space Shuttle, and the Viking Mars Lander in
- 1/25. Lunar Models is primarily a science fiction company. They have
- a bunch of Lost in Space and Space 2001 models. I have a Klingon Bird
- of Prey (movie version) that they did, and I was not too impress. The
- instructions were minimal, and there was a lot of flash and drop outs
- in the mouldings. IMHO they are over priced, however I have not
- bought any of their recent kits (the fact based series is a new line),
- and apparently each production run (and series of models) could wind
- up being done by a different contractor (which maybe good or bad). I
- have ordered their H.A.L. 9000 wall plaque kit (January 12, 1992 is
- Hal's birthday) and if you're interested drop me a line and I let you
- know what I think of it when I get it.
-
- While I'm on the subject of science fiction (and tending to
- ramble), Star Tech is also a good source for books, plans, and models.
- Their address is:
-
- Star Tech
- P.O. Box 456
- Dunlap, TN 37327
-
- In case anyone needs a disclaimer, I am just a customer of
- these companies and I receive no compensation for recommending them.
-
- Brian Reynolds "... a drone from sector 7G."
- Fusion Systems Group
- reynolds@fsg.com -or- ...!uupsi!fsg!reynolds
-
- ##
-
- Subject: a good chrome
- Date: Sat, 23 Nov 91 10:45:00 EDT
- From: dan@cs.pitt.edu (Dan Drake)
-
- I'm looking for a good chrome. I have tried the chrome.att that steve uploaded
- to hubcap, but it comes out dark and doesn't look much like the shiny chrome
- that I want. I'm rendering in 24 bits if it helps any. I have been fooling
- around with spheres, just trying different things out, and most of my
- pics resemble cue balls. I'm playing with the reflectance values, but
- as this takes quite a while to render, (or am I just too impatient?), any
- help would be nice.
-
- Basically, I want to get a silver mirror surface. But I don't want it to
- be too reflective, as i want to see the shapes that I'm making. I'm really
- interested in making a chrome person, though this might be more than I can
- chew.
-
- hope this hasn't rambled too much.
-
- dan.
-
- ##
-
- Subject: more nieve new user questions
- Date: Sat, 23 Nov 91 10:13:31 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- I have some "nieve new user" questions.
-
- - What is Imagine doing during the "Initializing" phase of rendering?
- I've noticed that sometimes this goes by in a few seconds, and
- sometimes it takes minutes. I'm asking because of a curious thing I
- noticed. I have two projects which I'm comparing. In one, there are
- over 100 objects, most simple with less than 50 polygons, but some with
- up to 300 polygons. Some objects have brushmaps also. When I render
- this project, I have about 2.5 mb of free ram on my 5 mb system, which
- feels "about right".
-
- Then I compare this to another project I have. This one has only 4
- objects, none of them very complex (ie, no brushmaps at all, etc). One
- of the objects is a glass sphere which encloses the others. The glass
- sphere (actually 2 concentric ones for a hollow effect) was made from
- the "Add->Sphere" menu option of the Detail Editor. Since this project
- has vastly less polygons than the above, I'd expect it to take less
- memory to render. However, I only have 0.3 mb of mem free when I
- render it in trace mode. Why should it take so much more memory than
- the above, when both are rendered using trace? Is it the glass? I
- want to figure this out because my project requires enclosing a large
- number of objects in a glass sphere for part of the animation. If I
- can hardly get 3 objects inside the sphere before running out of
- memory, I don't see any way to get 50 or more in there. Oh, also I
- notice that all of the memory is allocated during the "initializing"
- stage but after the objects have been loaded. (Well, a little is
- allocated when the objects are read, but not most of it).
-
- Any suggestions or ideas? Is there something obvious I'm doing wrong in
- my 4-object world to make it take over 4 mb to render?
-
- - steve
-
- PS - this is great software though in spite of the few problem I have with
- it. I find it is easy to loose track of time when messing with it and
- discover suddenly that 4 hours have gone by since I at down at the system!
-
- ##
-
- Subject: Chrome
- Date: Sat, 23 Nov 91 14:45:30 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- One reason I can think of that the chrome attribute isn't
- coming up correctly is that you are rendering it in scanline with a
- black sky and no ground.
-
- Problem: Reflective (ie chrome) objects in scanline will only
- reflect the skycolor and ground objects. You might try makeing the sky
- a gradient, such as blue to white, and setting up some sort of a ground
- below the sphere and rendering it in scanline.
-
- If you wish the chrome sphere to reflect other objects that are
- in the scene, you MUST ray trace (*really a bummer*), which will
- increase the amount of time to render the scene.
-
- I have uploaded the same set of attributes, and have found them
- to be quite helpful. The chrome should work. If you however, choose to
- have less reflectance, and more object color,. simply start bringing
- down all 3 reflectance sliders until you the mixture you like.
-
-
-
- Mike. C.
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: Initialization period of Imagine
- Date: Sat, 23 Nov 91 14:51:53 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- In regards to the init. period imagine goes through, i think it
- loads up the object and brushmaps. Also, it initializes the world
- setting, the larger the scene layout, the more memory required, (same
- thing for burshmaps).
-
- As for rendering times, the glass is what is takeing up the
- memory (i believe). You will see drastic increases in memory and time
- required to trace a scene when Reflectivity and Filtering are used. The
- reason is, these are recursive functions, so when its tracing the light
- beam, it will then have to calculate where it hits, and then on from
- there. You can actually set how many time is will recurse by changeing
- some default parameters in the imagine.config file. With 2 glass
- spheres, there will be alot of light bouncing around over and over,
- rather than say, bouncing of the glass, and hitting a solid object,
- ending the recursion. So, tracing with reflect and/or filtering is
- what I beleive is causing the reuslts you notice.
-
-
- Mike C.
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: objects following paths
- Date: Sat, 23 Nov 91 13:38:42 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- I have a path object which my camera is assigned to follow. The camera
- does indeed follow this path. However, it follows it at the wrong speed.
- I have the beginning and ending speed for the camera set to 50 units/frame
- in the Action Editor. However, even if I change this numbers to 1
- unit/frame or 500 units/frame, it has no effect - the camera still follows
- the path at a speed of its own choosing (which is far too slow - it
- actually moves about 1 unit per frame).
-
- Has anyone seen this behavior? I have tried deleting the position bar for
- the camera and replacing it with another, and the results are the same.
- The camera follows the path, but pays no attention to the speed I set. I
- have also tried deleting the path and replacing it with another of the
- same name, with the same results. I am sure the camera is following the
- same path I think it is, because 1) I have only one path, and 2) if I
- change the shape of the path, the camera follows the right new path.
- The camera position is the same in both the stage editor, and when I
- render the frame. Oh, the accel and decel frame counts are both 0. I
- have also tried making two position bars, one for the first frame only and
- one for the rest of the frames. No luck there either.
-
- I have another project which is much simpler (less than 10 objects) and
- the camera both follows the path and pays attention to the speed. I can
- see no obvious difference between the two - the position bars are the
- same, in fact. The only difference is the number of objects I have loaded
- in each project.
-
- What am I doing wrong? How can I get the camera to pay attention to the
- speed parameters in the position bar when following a path?
-
- - steve
-
- ##
-
- Subject: Acceleration/Decceleration
- Date: Sat, 23 Nov 91 20:19:08 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- With regards to Acc/Dec in the stage editor, good question.
- This is one thing I wish to ask about too. Does anyone know how this
- works? If so, could you post a message explaining how it works. Just
- the fact they call it (De)Acceleration and so on is confusing. Is this
- De or Acc ???
-
-
- Thanks,
-
- Mike C.
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: Re: a good chrome
- Date: Sat, 23 Nov 91 19:24:50 CST
- From: mikel@sys6626.bison.mb.ca (Michael Linton)
-
- dan@cs.pitt.edu (Dan Drake) writes:
-
- > I'm looking for a good chrome. I have tried the chrome.att that steve uploade
- > to hubcap, but it comes out dark and doesn't look much like the shiny chrome
- > that I want. I'm rendering in 24 bits if it helps any. I have been fooling
- > around with spheres, just trying different things out, and most of my
- > pics resemble cue balls. I'm playing with the reflectance values, but
- > as this takes quite a while to render, (or am I just too impatient?), any
- > help would be nice.
- >
- > Basically, I want to get a silver mirror surface. But I don't want it to
- > be too reflective, as i want to see the shapes that I'm making. I'm really
- > interested in making a chrome person, though this might be more than I can
- > chew.
- >
- I think your problem is that you don't have enough objects to reflect, or
- you are rendering in scanline, or you don't have a sky or a ground. For
- chrome to look good you need a sky, and or a ground. Another thing you
- might try is in the action editor under globals there is text box that says
- brush name. Get a picture of a room, or trees or something like that, and put
- the name of the picture in there. It makes a much more realistic looking
- chrome in some cases. I'm sure you can get something that looks pretty good
- if you just play around enough =)
-
- Hope this helps.
-
-
- --- (Michael Linton) a user of sys6626, running waffle 1.64
- E-mail: mikel@sys6626.bison.mb.ca
- system 6626: 63 point west drive, winnipeg manitoba canada R3T 5G8
-
- ##
-
- Subject: Fun thing to try
- Date: Mon, 25 Nov 91 00:06:45 MST
- From: bscott@isis.cs.du.edu (Ben Scott)
-
- I was playing around and eventually managed to get this to work - it's
- a kinda neat effect if you have a few spare hours to raytrace an anim.
- Make a simple landscape - I used a plane primitive, half the default
- width and four times the default length (I forget the numbers now, but
- might be 10 and 40 sections), and play around with the magnetism feature
- to get some lumps in both directions from the plane. Then, make a simple
- outline of an airplane (oh, that's right, I used "plain" for the landscape
- and "plane" for the shape...), 2-D is OK, and put it above the plain.
- Then, a light source above and slightly behind and off to one side of the
- airplane. Put the camera above and somewhat in front of the plane, looking
- at the ground, and send the plane scooting by everything. I set up a
- simple 15-frame animation that way and after raytracing, the result was
- you see the shadow of a plane moving along the lumpy ground - well, you've
- seen shots like that in real life and in computer animations, but it's
- still neat to do. I did end up putting another stationary light source
- above the plain (actually, it moved with the plain, since only the plain
- moved - I did it that way to avoid having to move the other light, the
- plane and the camera) so that the shadows of the landscape on itself
- wouldn't interfere too much.
-
- Just an idea if you run out as I so often do...
-
- . <<<<Infinite K>>>>
-
- --
- .---------------------------------------------------------------------------.
- |Ben Scott, professional goof-off and consultant at The Raster Image, Denver|
- |Internet bscott@isis.cs.du.edu, or call the Arvada 68K BBS at (303)424-6208|
- |--------------------------------------..-----------------------------------|
- |"My brothers and sisters all hated me,||The Raster Image IS responsible for|
- |'cause I was an only child!"--Weird Al||everything I say! ** Amiga Power**|
- `--------------------------------------'`-----------------------------------'
-
- ##
-
- Subject: Re: Firecracker 24, opinions
- Date: Mon, 25 Nov 91 09:15:39 -0800
- From: kevink@lands.ced.berkeley.edu
-
- Michael B. Comet writes:
- >The first thing I can say about my impressions of the
- >firecracker are WOW!
-
- > My dad has a toaster, and there is a SIGNIFICANT difference in
- >the quality of the images i see.
-
- i have a toaster, and am interested in getting a firecracker to view my
- imagine 24bit images, because of the hassle of having to crank up the toaster
- each time to see the image, and because the toasterpaint won't load up
- the 24IFF images generated from Imagine for some reason.(you have to load and
- save them in a program like Black Belts IP)
-
- Is the image quality over toaster *really* that much of an improvement ? In
- what ways ? i.e. smooth color transitions, edge detail, etc. ?
-
- > Impulse reccomend the lower resolution image, and in
- >my experience the higher 1024 resolution doesn't really gain any extra
- >quality.
-
- hmmm. this bothers me somewhat. One of the main reasons i would consider
- the firecracker (besides cost) is that it supports the highest resolution
- currently available-i would be very disappointed if the extra 256 pixels 768vs
- 1024 a. did not make any discernable difference in image quality. b. was not a
- recommended resolution by the makers-Impulse. There is a *very* noticable
- difference between lightwave's 768x482 images vs. their 1530x980 images, even
- though the 1530 images are achieved thru sampling and antialiasing.
-
- i would love more details on this and other 24 bit boards, especially in
- regards to the Toaster. ( i'm talking just raw screen image quality, not video
- vs. rgb,etc...:) )
-
- kevin kodama
-
- kevink@nervi.berkeley.edu
-
- ##
-
- Subject: places for big animations
- Date: Mon, 25 Nov 91 8:23:42 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- Now that I've become at least marginally familiar with Imagine, I am
- planning to make some fairly large animations. The one I am making now
- will be around 500 frames of 384x440 overscan. I hope to eventually make
- some up to 5000 frames for recording to video tape.
-
- This brings up an interesting point: what to do with it once I finish it!
- Since this 500 frame animation may be 10 or 15 megabytes, or say 5
- compressed, it seems too large to put on an FTP site unless that site has
- explicitly said it doesn't mind having very large files there.
-
- What do other people do with large animations they make? I bet there are
- a lot of neat ones out there. It would be nice to have an easy way to
- share them with other people.
-
- - steve
-
- ##
-
- Subject: Re: Firecracker 24, opinions
- Date: Mon, 25 Nov 91 13:28:17 EST
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- After having used a friend's Firecracker for the past month or so I
- can say that its output is simply beautiful. It is far and away the
- best display device for the Amiga that I have seen. I should add that
- all I have seen is HAM-E and DCTV, besides the FC. The FC outputs RGB,
- which of course puts any NTSC display device to shame. The colors are
- bright and vibrant, detail is crisp, edges straight, etc. The software
- that comes with the FC is serviceable, and the paint program is very
- powerful although it needs a decent interface.
-
- As for resolution, 768x482 is good enough for most of what you do. The
- 1024x482 resolution is naturally finer, but unless you look very, very
- closely, you won't be able to tell the difference. I have used 768x482
- for most renderings because the 1024 resolution increases rendering time
- dramatically.
-
- -John
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Re: places for big animations
- Date: Mon, 25 Nov 91 16:16:42 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > Now that I've become at least marginally familiar with Imagine, I am
- > planning to make some fairly large animations. The one I am making now
- > will be around 500 frames of 384x440 overscan. I hope to eventually make
- > some up to 5000 frames for recording to video tape.
-
- You must have a 68040 card or are sticking to scanline mode only because
- 5000 frames is a BUTT-LOAD of rendering time. I have done only one animation
- over 500 frames. It was not ray traced and took 5 weeks to do about a 1000
- frames on a 25MHz 68030. Don't let me discourage you, I'm just injecting
- a little reality here.
-
- > This brings up an interesting point: what to do with it once I finish it!
- > Since this 500 frame animation may be 10 or 15 megabytes, or say 5
- > compressed.
-
- It is not very likely that an animation would compress much more than 10
- to 20% using something like lharc, and the animation size can vary drastically
- depending on complexity. I have one test animation that spans 17MB for only
- 150 frames.
-
- > What do other people do with large animations they make?
-
- Right now I have around 50MB of DCTV test and demo animations that I have
- done. I don't think there are too many ftp sites that have the luxury of
- limitless space to accomodate huge anims. I think the best thing to do is
- to put them onto video tape and show them around to user groups, vendors
- of the products used to create them, at shows, and also submit them to
- the various animation contests that pop up. However, uploading a few
- JPEG'd 24bit sample frames to Hubcap would be interesting also.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Long anims
- Date: Mon, 25 Nov 91 17:51:57 -0500
- From: fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN)
-
- A demo tape seems to be about the only way to show off our talents.
- I suppose that it would be really neat to make an Imagine Mailing list
- demo tape. I could submit about 10Megs worth of stuff to such a tape
- if anyone felt bold/brave enough to take up the project.
-
- The person who ran such a thing would possibly need an ftp site for
- temp file storage for submissions, and I wouldn't mind if they charged
- a fair price for their troubles. ($8 to $10 per tape + shipping?)
-
- Just a thought.
- Frank Branham
-
- ##
-
- Subject: Re: places for big animations
- Date: Mon, 25 Nov 91 16:23:06 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- > You must have a 68040 card or are sticking to scanline mode only because
- > 5000 frames is a BUTT-LOAD of rendering time. I have done only one
-
- My current animation is scanline. It renders about one frame per 8 to 10
- minutes on my 33 mhz '030. However, I am probably going to upgrade to an
- '040 fairly soon. I figure at 1 frame/10 min, it should take well under a
- week of CPU time for 500 frames. Even the scanline render looks fairly
- good, since I've tried to design the scene such that shadows are not
- important. Also I have no glass or mirrors.
-
- Even trace mode isn't too bad _unless_ you use reflectance, transparency,
- or alot of shadow casting light sources. If you stick to one or two light
- sources which cast shadows, trace times are pretty good with Imagine.
- Glass kills you though (as expected).
-
- - steve
-
- ##
-
- Subject: Spring
- Date: Mon, 25 Nov 91 15:36:54 CST
- From: mikel@sys6626.bison.mb.ca (Michael Linton)
-
- Here's my problem. I am making an object that has 4 springs on it. I know
- how to make springs using torus' and extruding along a path, that's the problem.
- I made one spring and put it with the object then saved it. The result was
- 2.15 megs! I didn't have enough ram to do a solid or shaded rendering in the
- detail editor with 10 megs of ram! So does anyone have any suggestions on
- how I can make a pseudo spring? I though about using a tube, but that doesn't
- have enough detail for my tastes. Even if I make the spring have half as many
- points, I can still only put two on the object, and it will be 2.15 megs again..I am running out of ideas. Any input would be appreciated.
-
- One more thing. What is the highest resolution of the Firecracker? According
- to Imagine it is 1024x482. Is this right? If not, what are the other
- resolutions? Thanks.
-
-
- --- (Michael Linton) a user of sys6626, running waffle 1.64
- E-mail: mikel@sys6626.bison.mb.ca
- system 6626: 63 point west drive, winnipeg manitoba canada R3T 5G8
-
- ##
-
- Subject: Firecracker 24 - Yet More opinions and such....
- Date: Mon, 25 Nov 91 22:19:21 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- Okay in response to all of the questions about the firecracker
- here is another message. (please excuse all the typos and weird
- characters, i seem to be getting a ton of line noise lately...)
-
- The resolutions it operates in are:
-
- Width (X) = 384,512,768 & 1024
- Height (Y)= 241 & 482.
-
- Not, all combinations are possible, ie you could make a 1024x241
- or a 1024x482. (I have never used X=512 or Y=241).
-
- As for being better than the toaster, someone elses message
- really summed that up. Definitley better color saturation and much much
- sharper edges, (I noticed jaggies in one of the toaster pics). Also,
- the 1024 is better, but for most rendered pics, you're just not going to
- sit 3 inches from the monitor, inspecting every pixel (at least i hope
- not!). So, from the standpoint of rendering time and what your eye can
- truly see, the 768x482 i usually the prefferd mode. I have to admit, if
- you really had a lot of detail, such as very very fine text. or perhaps,
- very thin lines you wanted to show up, the 1024 image is the way to go.
-
- I don't remember if I mentioned it, (i actually delete mail I
- send to myself sometimes!), but since the firecracker genlocks the
- normal amiga video you can run HAM animation or such over 24 bit.
- Possible uses : an example is if you have jet or helicopter, now you can
- render a cool picture in Vista-Pro and make your jet fly over some
- really great looking backgrounds.
-
- Another reason is one i ran into this weekend. I rendered this
- 240 frame (8 sec at 30fps) of these 3 chrome gears rotating around,
- while the camera did a 360 around that. I decided to make a morphing
- ground and background. Needless to say, I didn't have enough ram to
- play it back (even with a full 18 megs). So, i decided I didn't like{
- or need the morphing background, but i still wanted a gradient. Answer
- : I rendered th whole thing over on a black sky, and set the genlock sky
- box to on in the stage editor globals. Now, everything but the gears
- are clear over the firecracker. Then I made a slick 24 bit gradient in
- Light 24. Used the showiff24 function which comes with light 24
- {software, and loaded up (had 3 megs free now since it was on black)
- and played it. I honestly think it looks better with the one 24 bit
- gradient behind it, than with the other ham stuff.~r
-
-
- Amyways, i understand where all the questions come from, I had
- to buy my firecracker sight-unseen, but I have not regreted my desicion,
- to do so. It is by far the best board out on {the market i think
- unless you have $4000 to get the rembrant.
-
- Also, the firecracker WILL work with a toaster. After seeing
- toaster paint (and using it for quite a while), I don't know how anyone
- serious about doing 24 bit grapihcs, retouching, digitizing and such
- {could get by with it. I couldn't see going into to composite a 24
- {bit picture for video, unless it was in 24 bit directly. If you use
- toaster paint frequently, i highly recommend the firecracker, just for
- Light 24 and for viewing 24 bit pics alone. If you have the means to
- obtain one, and are looking seriously for a 24 bit card, look no
- further, the firecracker is a great deal.
-
- Michael Comet
-
- mbc@po.CWRU.Edu
-
- ##
-
- Subject: One more thing about firecracker.!!!!
- Date: Mon, 25 Nov 91 22:23:15 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- I forgot to mention, that even though the firecracker only
- outputs the resolutions i listed before (up to 1024x482), you can make a
- picture of any size within the constraints of RAM. Ie you could have a
- 4x4 picture or a 4000x4000 size. You then can scroll around in Light 24
- to alter it. This is really great if you plan on taking your work to a
- high resolution film recorder. (Also, Light 24 allows for the loading
- saving and altering of brushes, as well as a spare page).
-
- Mike Comet
- mbc@po.CWRU.edu
-
- ##
-
- Subject: Re: places for big animations
- Date: Tue, 26 Nov 91 09:57:09 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > My current animation is scanline. It renders about one frame per 8 to 10
- > minutes on my 33 mhz '030. However, I am probably going to upgrade to an
- > '040 fairly soon.
-
- Ah, yes, that sounds reasonably manageable.
-
- > If you stick to one or two light
- > sources which cast shadows, trace times are pretty good with Imagine.
-
- Shadow casting really sucks up time in the 1.0 version of LightWave. It
- is supposed to be much faster in 2.0 and I hear that a 68040 helps
- shadows dramatically. The image I just finished has 17 shadow casting
- light sources and takes 6 hours to render.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Long anims
- Date: Tue, 26 Nov 91 10:15:49 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > I suppose that it would be really neat to make an Imagine Mailing list
- > demo tape, if anyone felt bold/brave enough to take up the project.
-
- I like this idea, and I would gladly do it, but I am afraid I wouldn't
- have the time to invest. I certainly have more than enough disk space
- (about 700MB free at the moment). If no one else volunteers and you aren't
- in a rush, maybe I can swing it.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Spring
- Date: Tue, 26 Nov 91 10:34:33 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > I am making an object that has 4 springs on it. I know how to make
- > springs using torus' and extruding along a path, that's the problem.
- > I made one spring and put it with the object then saved it. The result was
- > 2.15 megs! I though about using a tube, but that doesn't
- > have enough detail for my tastes.
-
- Unless I misunderstand how Imagine does extrusions, extruding a torus is
- absolutely wasteful. 90% of the generated polygons will be inside the
- spring and be totally invisible. A torus does not gain any benefit over a tube
- or circle other than at the endpoints of the extrusion path where it will
- appear to be a thick hollow spring. The level of detail your spring will
- have will be a function of how many points along your path the object is
- "replicated" and how many points define your extruding circle. Depending
- on how complex your torus was, using a circle instead should save at
- least ten times the amount of memory.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Firecracker 24 - Yet More opinions and such....
- Date: Tue, 26 Nov 91 12:19:25 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > As for being better than the toaster, someone elses message
- > really summed that up. Definitley better color saturation and much much
- > sharper edges, (I noticed jaggies in one of the toaster pics).
-
- Yes, the Firecracker should definately have better color saturation and
- more color crispness, but the jaggies you saw are a function of the
- software used to create the image and not the Toaster display.
-
- > Also, the firecracker WILL work with a toaster. After seeing
- > toaster paint (and using it for quite a while), I don't know how anyone
- > serious about doing 24 bit grapihcs, retouching, digitizing and such
- > {could get by with it.
-
- Toaster Paint is truly disturbing to work with and DCTV is too blurry for
- more detailed work. I can't tell you how much I want a good 24bit paint
- program. But since I just bought a color scanner and I have a few more
- purchases to make, it looks like it will be some time till I can afford a
- third display device.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: a cheap source of 3D fonts
- Date: Tue, 26 Nov 91 10:49:03 MST
- From: Steve Koren <koren@hpmoria.fc.hp.com>
-
- I was looking around a few days ago for a source of 3D font objects for
- Imagine. There is a shareware (?) program which will convert TeX fonts to
- Imagine format. I looked at a sample of those, and they seemed to be very
- nice, but to use a whole lot of polygons to render the fonts. You can
- also buy a font package from Impulse with some 3D fonts for Imagine.
-
- Here is another cheap way (cheap in memory, I mean) to get tolerable
- quality 3D fonts. First, get an AmigaDos font in a large point size. The
- larger the better. I used a 30 point Chicago font, but even bigger would
- be better. Load up your favorite paint program and generate a 1 bitplane
- picture with all the letters in it. Save this. Go into the Detail Editor
- and use "Import IFF" to convert this into an Imagine 3D object. Imagine
- does a pretty good job, but you might have to select a grid size of "1"
- and clean up a few points by snapping them to the grid. When you are
- done, extrude this as far as you want, assign attributes, and voila, a 3D
- font converted from an AmigaDos font. The process works best if the
- original font isn't very "fancy". Chicago font works well. Garnet does
- not.
-
- - steve
-
- ##
-
- Subject: TTDDD, Imagine, and external objects
- Date: Mon, 25 Nov 91 23:36:06 EST
- From: cbmtor!caleb@uunet.UU.NET (Caleb J. Howard (Tech Support))
-
- Hello there to the forum.
- I am currently developing some software to use the TTDDD engine. The software
- is a plant editing suite that achieves a large degree of realism through the
- recursive string replacement techniques described in "The Algorithmic Beauty
- of Plants" (Prusinkiewicz & Lindenmayer, 1990). When I am done, I will give
- the executable away to anyone interested (not being a believer that information
- is subject to ownership). Anyway, the generative functions are complete to an
- extent, and I have been able to render very plant-like stick drawings on my
- screen using the most rudimemtary of rendering routines. Having added the code
- to create a TTDDD file for the program (TTDDD) to use, Imagine barfs up a bogus
- error - "External objects not supported". This implies that the program is
- recognizing that I am using the same branch segment repeatedly, and that this
- is inappropriate. I suspect that referancing external objects in the creation
- of a more complex object was supported in Turbo Silver, but that this feature
- has been removed from Imagine. Why else would TTDDD, a program designed for
- use with Turbo Silver support this form of object definition? Is this so? Do
- we know? If so, WHY would this feature be disabled? Was it buggy? Will it
- turn up in a subsequent NEW and IMPROVED version of Imagine? (with the approp-
- riate upgrade fee, of course) Am I whining?
- I have this really, REALLY lifelike plant on my screen. Its only a stick
- plant, and it's nearly photosynthesizing. I want to ray trace it!
-
- Anyway, any info appreciated.
- peace
- -caleb
-
-
- p.s. If you're at the World of Commodore show in Canada (Toronto) I will
- be giving a seminar on graphics that will include my stick plant.
-
- ##
-
- Subject: TTDDD, Imagine, and external objects
- Date: Tue, 26 Nov 91 11:33:42 PST
- From: glewis@fws204.intel.com (Glenn M. Lewis ~)
-
- >>>>> On Mon, 25 Nov 91 23:36:06 EST, cbmtor!caleb@uunet.UU.NET (Caleb J. Howard (Tech Support)) said:
-
- Caleb> Having added the code to create a TTDDD file for the program
- Caleb> (TTDDD) to use, Imagine barfs up a bogus error - "External
- Caleb> objects not supported". This implies that the program is
- Caleb> recognizing that I am using the same branch segment repeatedly,
- Caleb> and that this is inappropriate. I suspect that referancing
- Caleb> external objects in the creation of a more complex object was
- Caleb> supported in Turbo Silver, but that this feature has been removed
- Caleb> from Imagine.
-
- That is quite correct. Turbo Silver supported External objects,
- but Imagine does not... but there is an easy solution... read on...
-
- Caleb> Why else would TTDDD, a program designed for use with Turbo
- Caleb> Silver support this form of object definition? Is this so? Do
- Caleb> we know? If so, WHY would this feature be disabled? Was it
- Caleb> buggy? Will it turn up in a subsequent NEW and IMPROVED version
- Caleb> of Imagine? (with the approp- riate upgrade fee, of course) Am I
- Caleb> whining?
-
- Well, I can not speak for Impulse as to why they removed
- External objects from Imagine. No problem, though...
-
- Caleb> I have this really, REALLY lifelike plant on my screen. Its
- Caleb> only a stick plant, and it's nearly photosynthesizing. I want to
- Caleb> ray trace it!
-
- Great! Here is the solution:
-
- Get TTDDDLIB on hubcap.clemson.edu [130.127.8.1] in the
- directory: pub/amiga/incoming/imagine/TTDDDLIB (release17.shar is the
- latest, I believe) and load in your object with the "test" program, and
- write it out again. Ooops, I removed "test" from release17... It is
- easy... here it is:
-
- ----------------------------------------------------------------------
-
- static char rcs_id[] = "$Id: test.c,v 1.3 1991/10/10 19:30:24 glewis Exp $";
-
- #include <stdio.h>
- #include "ttdddlib.h"
-
- WORLD *world;
-
- main()
- {
- world = read_World(stdin);
- write_TTDDD(world, stdout);
- }
-
- ----------------------------------------------------------------------
-
- And that will make all "external" objects internal by loading
- them into the structure, and it will write the object back out again,
- and Imagine will be happy. You will be happy, and I will be happy
- because you will send in your TTDDD shareware contribution, right? :-)
-
- I hope this helps! Please let me know if you have any problems
- with this process. It should be a breeze.
-
- -- Glenn Lewis
-
- glewis%pcocd2.intel.com@Relay.CS.Net | These are my own opinions... not Intel's
-
- ##
-
- Subject: Re: TTDDD, Imagine, External objects
- Date: Tue, 26 Nov 91 14:50:07 EST
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- I don't know why Imagine would cough on your object with an "External
- object..." error, but have you tried loading your object into Turbo
- Silver? This won't really help in the long run, but if TS takes the
- object, you can try saving it from TS and reloading it into Imagine.
-
- -John
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Re: TTDDD, Imagine, External objects
- Date: Tue, 26 Nov 91 12:44:25 PST
- From: glewis@fws204.intel.com (Glenn M. Lewis ~)
-
- >>>>> On Tue, 26 Nov 91 14:50:07 EST, johnh@jhunix.hcf.jhu.edu (John J Humpal) said:
-
-
- John> I don't know why Imagine would cough on your object with an
- John> "External object..." error, but have you tried loading your object
- John> into Turbo Silver? This won't really help in the long run, but if
- John> TS takes the object, you can try saving it from TS and reloading
- John> it into Imagine.
-
-
- I'm afraid this won't work, John, because Imagine officially
- does not support external objects. Loading into Turbo Silver and
- resaving will save only the current "cell" which still will reference
- external objects. If a person did not want to use TTDDDLIB (why not?)
- then they could start in a clean cell, load in all the objects and
- sub-objects, etc., making sure they are placed correctly, and then save
- all of it as a single object. But that is a pain. See my previous
- message to this mailing list...
-
- -- Glenn
-
- ##
-
- Subject: recording long anims on videotape
- Date: Tue, 26 Nov 91 13:33:35 PST
- From: sv001!chu@UCSD.EDU (Patrick Chu)
-
- I've just recently joined this group, so I'm not sure if this is the
- appropriate place to ask this question. However, it seems like there
- are people who can answer this question on this mailing list.
-
- Question: What's an economical way of recording long animations to
- tape? By "economical", I mean a VCR < $1000 and software < $500.
- Quality is secondary to money (after all, I'm still at the hobby
- stage; I don't need broadcast quality-- VHS is fine). The low cost
- may be a pipe dream, but I was reading in this month's _Amiga World_
- that there was a device that will save single frames of animation
- ("crisply", the article said) with accuracy of a few frames on
- "compatible" (whatever that means) VHS VCRs. No, it's not single
- frame accrurate, but that's ok. Anyone know about this?
-
- The problem, of course, is that I have enough room to render long
- animations (over 500M right now) and the time (just let it run
- overnight and during working hours), but certainly not enough memory.
- In recent notes, members of this group were considering transferring
- their animations to tape. Are we talking about using very expensive
- equipment here, or are there alternatives? (since my Amiga 2000 and
- jumbo hard drive and 68030 loaded with memory has almost wiped me
- out financially).
-
- Thanks for reading this. Any help is always appreciated.
-
- ##
-
- Subject: Re: places for big animations
- Date: Tue, 26 Nov 91 17:48:40 EST
- From: alan@picasso.umbc.edu (Alan Price)
-
- I suggest you attempt reaching a wider audience than those of us who own
- Amigas. Get your animation onto video or film, and send it out to festivals,
- your local public access cable station, video distrubution companies such
- as Film Threat Video rentals, etc. As you may have noticed my previous
- bragging, I recently finished an 8 1/2 minute animated film using Imagine
- (and Dpaint3 in parts). It has shown at four national festivals and has
- been awarded prizes that have so far paid for the production of the film.
- (I'm still paying for my A3000, however :) I continue to get mail asking
- about distribution and showings due to the previous success. It would be
- really cool to see a flood of animation using the Amiga in festivals like
- the International Tournee of Animation. Look out Pixar!
- AP.
-
- ##
-
- Subject: Re: objects following paths
- Date: Tue, 26 Nov 91 14:40:52 PST
- From: "Jim Lange" <jlange@us.oracle.com>
-
- In-Reply-To: WRPYR:koren@hpmoria.fc.hp.com's message of 11-23-91 13:38
-
- Steve Koren <koren@hpmoria.fc.hp.com> writes:
-
- >I have a path object which my camera is assigned to follow. The camera
- >does indeed follow this path. However, it follows it at the wrong speed.
- >I have the beginning and ending speed for the camera set to 50 units/frame
- >in the Action Editor. However, even if I change this numbers to 1
- >unit/frame or 500 units/frame, it has no effect - the camera still follows
- >the path at a speed of its own choosing (which is far too slow - it
- >actually moves about 1 unit per frame).
-
- The speed of an object along a path (ignoring de/acceleration for now) is
- determined by the length of the path divided by the duration you have set for
- it to travel along the path. Use the path length menu option (forget where it
- is right off the top of my head) to determine the length. For example, if the
- length is 100 units and the time is 20 frames, the object will travel at 5
- units per frame.
-
- The starting and ending speed values only have an effect when the
- acceleration/deceleration frames are non-zero. They work like this: If, in the
- above example, you enter 0 as your starting and ending speeds and 5 frames for
- acceleration and deceleration, the object will ACCelerate from 0 to it's
- "cruising" speed in 5 frames, then cruise for 10 frames, then DEcelerate for 5
- frames down to and ending speed of 0.
-
- frame: 1 . . . 5 . . . . 10. . . . 15. . . . 20
- \_______/ \_________/
- | |
- acceleration deceleration
- frames frames
-
- The "cruising" speed is determined by the length of the center section divided
- by the remaining 10 frames (how far the object gets in the 5 frames is
- dependent on the formula used for acceleration). I think imagine's
- acceleration/deceleration is very linear (that is, the rate of change is
- constant--like gravity), therefore the average speed over the acceleration
- frames will be the average of the starting and ending (cruising) speed. Using
- this assumption we can calculate the cruising speed.
-
- cruising speed = V
- ave speed in frames 1 - 5 = V/2
- ave speed in frames 15-20 = V/2
-
- Since distance traveled = velocity * time, the distance traveled during
- acceleration = (V/2)units per frame * 5 frames.
-
- Total distance = (V/2) * 5 + V * 10 + (V/2) * 5
-
- Total distance is known to be 100 units so we can solve for V:
-
- 100 = (5/2)V + 10V + (5/2)V
- 100 = V(2.5 + 10 + 2.5) = 15V
- V = 100/15
- V = 6.66666...
-
- Therefore the objects accelerates from 0 to 6.666 units/frame in 5 frames
- (at an average speed of 3.333 it moves 3.333*5 = 16.666 units), then moves at a
- constant rate of 6.666 units/frame for 10 frames (traveling 66.666 units) then
- decelerates to 0 in the last 5 frames (16.666 units). The total distance
- traveled = 16.666 + 66.666 + 16.666 = 100.
-
- I have not been able to verify the above hypothesis, but it would be an easy
- experiment to duplicate and measure.
-
- When the the starting speed is greater than the cruising speed, the object will
- DEcelerate DOWN to the cruising speed over the acceleration frames (hence the
- ambiguity of de/acceleration).
-
- The formula to determine the cruising speed given the total distance, starting
- speed, ending speed, total frames, acceleration frames, and deceleration frame
- count can be derived as follows:
-
- D = Total Distance
- F = Total frame count
- f1 = Acceleration frame count
- f2 = Deceleration frame count
- v1 = Initial velocity
- v2 = Final velocity
- V = Cruising velocity
-
- D = ((v1 + V)/2) * f1 + V * (F - (f1 + f2)) + ((v2 + V)/2) * f2
- \\_________/ / \_________________/ \\_________/ /
- \ ave vel / | \ ave vel /
- \___________/ | \___________/
- acc distance cruise distance dec distance
-
- Solve for V (several algebraic transformations later)
-
- 2*D - (v1*f1 + v2*f2)
- V = ---------------------
- 2*F - (f1 + f2)
-
- In the special case when the starting and ending speeds are zero and the the
- acceleration and deceleration frames are each half the number of total frames
- (f1 + f2 = F), the formula reduces to:
-
- V = 2*D / F
-
- In other words, the instantaneous speed between acceleration and deceleration
- is double what the speed would be if constant.
-
- More interesting is the special case when the initial and final velocity are
- both double the constant speed (v1 = v2 = 2*Vc) and the total frames are split
- between acceleration and deceleration (f1 + f2 = F):
-
- 2*D - (2*Vc*.5*F + 2*Vc*.5*F) 2*D - 2*(Vc*F)
- V = ----------------------------- = -------------- = 0
- 2*F - F F
-
- Since Vc*F = D, the numerator is 0, therefore V = 0. Thus the object will
- decelerate to a complete stop then accelerate to its original velocity.
-
- I have been using the acceleration features to simulate gravity, but because of
- the flakiness of the stage editor (I also have experienced bugs where objects
- on paths do not go where they are supposed to) I have not been able to get
- reliable results.
-
- -------------------------------------------------------------------------------
- Jim Lange jlange@us.oracle.com
- Oracle Corporation {uunet,apple,hplabs}!oracle!jlange
- -------------------------------------------------------------------------------
-
- ##
-
- Subject: Re: places for big animations
- Date: Tue, 26 Nov 91 15:39 PST
- From: Ivan I <ESRLPDI%MVS.OAC.UCLA.EDU@mitvma.mit.edu>
-
- Even if your animations aren't up to Pixar quality, most festivals have special
- awards for Student Animations, First Work for Public Exhibition, ultrashorts,
- etc. So don't think you're going head to head with the big guns right off;
- check them out, and if the category fits, enter it!
-
- Ivan
-
- ##
-
- Subject: 3d fonts
- Date: Tue, 26 Nov 91 22:42:17 est
- From: David Tiberio <dtiberio@libserv1.ic.sunysb.edu>
-
- Someone recently asked about 3d fonts for Imagine. I have been
- working on some fontsm which were converted from 100 point bitmap fonts,
- so they are pretty decent. However, they are not 'fine-tuned' for phong
- shading yet, since it requires many more polygons. If anyone really wants
- it to be corrected for phong shading, I may finish working on them.
- There are two fonts, plus three pics of the fonts in action. Note
- that the fonts are in groups. Each group contains the upper case, lower
- case, numerals, and some punctation. Enjoy them, and let me know what you
- think of them.
-
- David Tiberio
- DDD MEN
-
- Also, I would like to recommend a new program to all users. I have
- been using a disk utility called SID 1.06 for a long time now, but today
- have decided to no longer use it in favor of Directory Opus. It allows
- a large number of disk volumes and assigns to be placed in gadgets, as well
- as about 12 custom gadgets. Gadgets can be placed anywhere on the gadget
- area (they can be swapped around). It can play soundtracker modules,
- hear sounds, view pics, etc. It also works with Zoo, Lharc, and Arc. I
- have created custom gadgets that automatically perform the following:
-
- uuencode and uudecode files
- convert from GIF or IFF24 to HAM pics
- convert from IFF24 to JPEG, or JPEG to IFF24
- switch between Pal and NTSC
- play Imagine or 'the other kind' of animations
-
- Oh, it also can read powerpacked text files, which works great,
- since I already compressed my entire documentation directory. It has an
- AREXX port also. Remember, 3000 users might want to double check the
- color settings in order to get the 3d look of the gadgets. It does
- require scripts and other commands to perform the above operations, which
- I will consider uploading.
-
- Good luck...
-
- David Tiberio
- David Tiberio
-