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- This is the Imagine Mailing List (imagine@email.sp.paramax.com) Archive #44
- covering messages from Nov. 01. to Nov. 30. 1993.
- If you have any questions or problems with this file, E-mail Nik Vukovljak
- at nvukovlj@extro.ucc.su.oz.au
-
-
-
- Note: each message separated by '##'.
-
- ------------------------------------------------------------------------------
-
- ##
-
- Subject: RE: Stars & Artifacts & Stuff
- Date: Mon, 1 Nov 93 10:30:05 CST
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- |Imagemaster has a wonderful filter operator called "NTSC Filter" (how
- |appropriate!) which smooths out any illegal color/luminance transitions,
- |like the aforementioned stars. A CompuServe user uploaded one of the
- |classic Babylon V images, showing how NTSC Filter dramatically improved
- |image quality.
-
- ADPro has the same operator.
-
-
-
- ____________________________^____________________________
- dale r. rogers
-
- Intergraph Corporation
- Building Design & Management MailStop: LR24A4
- drrogers@b24a.b24a.ingr.com Tel: (205) 730-8294
- .
-
-
- ##
-
- Subject: Re: whining, and a _real_ question..
- Date: Mon, 1 Nov 93 17:21:00 GMT
- From: glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
-
- >>>>> "Dan" == Daniel Jr Murrell <djm2@Ra.MsState.Edu> writes:
-
- Dan> ...So I dusted off my Terrain disk (remember
- Dan> that ol' program? :) I made a really nice landscape, exactly what
- Dan> I needed, but then I couldn't get Imagine to load the object. I
- Dan> eventually had to boot Turbo Silver up, at the Impulse guys'
- Dan> suggestion, and load it in there and save it back out...
- Dan> ...Has anyone had success converting these old objects?
- Dan> Glenn, does T3D load them?
-
- Hi, Dan!
- Yes, if Turbo Silver can load them, then T3DLIB should be able
- to load them. That concerns me, though, that loading into TS and
- saving it back out solves the problem... I would have to check it out
- myself. The main thing that T3DLIB will do is convert all EXTR
- (external) objects into internal objects for Imagine to read. Give it
- a try and let me know how it goes... I would be interested to find
- out.
- -- Glenn
-
-
- ##
-
- Subject: Undersea F/X
- Date: Mon, 01 Nov 93 11:01:00 PST
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- Well, I suppose you might have seen a few episodes of seaQuest DSV by
- now. In case you didn't know, the undersea scenes are all done with
- Lightwave and Video Toaster. Anyway, they have been able to achieve a
- pretty decent effect of being underwater that I am having a hard time trying
- to achieve with Imagine.
- I have been able to get some marginal appearance of being underwater with
- the Global Fog. I have also been experimenting with planes with ripple
- texture placed in front of the camera and planes with waves texture also,
- to try to get a "ripple"y effect. So far, the end result has been less than
- satisfactory.
- Also, I have a Ground object with a wave texture applied to it and it
- looks fine from above the surface. When the camera is underneath the
- "waves", though, there is a distinct line in the horizon. I have tried to
- blur this horizon line with the Global fog to no avail. Basically, I want
- everything beyond the immediate foreground to blur with distance. And I
- want a ripple look through the camera.
- Anybody have any tips or suggestions?
-
-
- ##
-
- Subject: Enough already
- Date: Mon, 1 Nov 93 11:10:19 -0800
- From: stevez@rhythm.com (Steve Ziolkowski)
-
- You know, I paid 5000 for a complete system 2 years ago. It seems I
- can get the same system for less than 3000 now. That's life.
- So is the fact that I have been using imagine since it's creation, and
- started out in Turbo. The trick in CG is getting the results you
- want with what you have, and work around the bugs. Hell,
- even the high end software doesn't work right a lot of the
- time.
- If Imagine wants to do this free giveaway thing, it's their choice. I don't
- care much one way or the other since I already paid for mine
- and am very happy with it. I get the photorealistic results
- I want with Imagine, and just because they decide to give it
- away has no impact on the quality of the program.
- So my complaint is twofold. One, we all know that Imagine does
- have some bugs. Yeah. So enough bitching about them, and
- find ways to work around them. I have sent out a couple of
- questions that nobody has answered, and I'm still waiting for a
- reply. Two, deal with the fact that we really have no control
- over what a software company chooses to do with their product,
- and if that means some of you will use another product, so be it.
- Please leave the IML to those of us who want to use Imagine.
- I realize that some of you will flame me for saying this, but hey.
- I signed up for this list to learn things from all of you
- that know more than I do.
- steveZ Rhythm & Hues, Inc.
- celia!stevez@usc.edu
- "That's not Art Linkletter, that's Mickey Mouse!"
- -Art Linkletter, Disneyland opening day
-
-
-
- ##
-
- Subject: Latest from Impulse (Imagine 3.0)
- Date: Mon, 01 Nov 1993 15:10:23 -0500 (EST)
- From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
-
- Well, contacted Impulse today for my weekly update on Imagine 3.0. Asked them
- today when it would be shipping, and the voice said 'Sometime this week.'
-
- I inquired, 'Early, middle, or late this week?'.
-
- 'Probably middle,' was the reply.
-
- Ah well... At least they've reduced the 'put-offs' to mere DAYS instead of
- months.
-
- Actually, they can take just about as long as they want - I'm just getting
- anxious to play with it! My wife's going to be out of town this weekend, so
- I have the opportunity to play with it for about 60 hours and write a review
- of it for all of us.
-
- Here's to 'sometime this week,' then!
-
-
-
- ##
-
- Subject: Todays story
- Date: Mon, 1 Nov 1993 14:31:30 -0600 (CST)
- From: kalb0003@gold.tc.umn.edu
-
- All,
-
- Just got off the phone with Impulse.
-
- In the continuing saga of the ever-elusive 3.0 version of Imagine
- I have todays version of how it's all going to go down.
-
- 1.Imagine 3.0 is NOT ready (Don't panic, read on...)
- Because we have waited so long, Impulse is going to ship version
- 2.9 of Imagine starting either late tomorrow or early Wednesday.
- They still want to finish a few features before dubbing it 3.0.
-
- In my opinion, this is a wise choice: 1) We get the latest version TODAY
- (Well, almost). 2) We know that the final version wasn't rushed out
- the door with a slew of bugs. 3) If bugs appear in the 2.9 version, there is
- still time to correct them before the 3.0 release.
-
-
- 2. The manual is not yet complete (I know you already know that).
- As this is being written, the elves at Impulse are writing about
- 30-40 pages of updated supplementary documentation.
-
-
- This is only todays version of how things are going. Tomorrow...
- Well, we'll just have to wait and see.
-
- Cyrus J. Kalbrener
-
- Digital_Cel
-
-
-
-
- ##
-
- Subject: Re: Undersea F/X
- Date: Mon, 1 Nov 93 14:11:05 -0800
- From: stevez@rhythm.com (Steve Ziolkowski)
-
- >>Also, I have a Ground object with a wave texture applied to it and it
-
- There is a ground plane problem that I have run into... It works as long
- as you don't use any global fx like "use genlock", fog and the
- backdrop picture. So, try doing your effect with an actual plane
- object that switches from the ground plane once you go underwater.
- Also, remember that under water, the ceiling is vague and unless
- you actually look up, you can probably get away with just using
- the global fog as the top of your ocean, once you enter the water.
-
- steveZ Rhythm & Hues, Inc.
- celia!stevez@usc.edu
- "That's not Art Linkletter, that's Mickey Mouse!"
- -Art Linkletter, Disneyland opening day
-
-
-
- ##
-
- Subject: Re: more complaining, and a question for Glenn
- Date: Mon, 1 Nov 1993 18:53:27 -0600 (CST)
- From: Daniel Jr Murrell <djm2@Ra.MsState.Edu>
-
- I can understand Michel is feeling like he was ripped off by buying
- Imagine a few months before it was given away free. However, from
- what I've read on net news, AF made a rush decision to get a hold of
- Imagine because a rial mag was getting a toned down copy of Real3D.
- So, maybe when you bought Imagine, Michel, the idea of AF giving away
- 2.0 hadn't surfaced just yet. Besides, it's not like the fact that a
- 3.0 upgrade was imminent is new news. We've been waiting for what, a
- year or so? It's pretty much public knowledge on the net that the new
- Imagine would ship RSN, and has been for quite a while.
-
- Ok, my question for Glenn:
- I was gonna try T3D for converting a landscape, but can't find it
- now. Is it no longer on aminet? Where can I get a hold of it?
-
- Thanks,
- Dan
- djm2@ra.msstate.edu
-
-
-
- ##
-
- Subject: Terrain
- Date: Tue, 2 Nov 93 02:06:00 BST
- From: w.graham6@genie.geis.com
-
- I don't know about Glenn's program, but I know that object converters such
- as Interchange and Pixel 3D Pro will not read Terrain objects. Also, they
- double in size once they've been run thru Turbo Silver, similar to Forms
- objects in Imagine after their symmetry has been broken. Terrain objects
- are also saved with Phong shading turned off. But individual features such
- as peaks in the object can be set to have their own fractal roughness, a
- feature that I always thought was a pretty neat trick. This also is true
- for the Wave objects that Terrain generates. It was always a mystery to
- me how they could render so smooth but have Phong turned off. Hmmmm. I hope
- an updated Imagine version is in the works. I get tired of running them thru
- Silver.
-
-
- ##
-
- Subject: Instructional animation
- Date: Tue, 2 Nov 93 9:09:17 CST
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- I have a queston for the Imagine/Social Philosophies/Personal
- Flame Wars Mailing List ;-)
-
-
- I am an instructor with the Intergraph Corporation. I have an
- Amiga at home and am getting up to speed with producing animations
- on that platform. I am currently working on a training video at
- work and would love to incorporate some animations, produced on my
- Amiga, in our corporate video. The executive producer said that
- it might be possible. I have the hardware setup to get it to BetaSP
- (the DPS Personal Animation Recorder). So getting the output is
- no problem. However, I have a production question about getting
- an effect and the easier path to follow. Our video services
- department here seems to be biased against the Amiga. Therefore,
- I want the quality to be the best. It might represent future,
- freelance, work if I can pull it off.
-
- The question:
-
- I want to illustrate a particular workflow that a user needs to
- follow to use our software. I'd like to use an animated arrow
- that bends and turns, like a ribbon, around various objects.
-
- I have both a 3-D product and a 2-D product (Imagine 2.0, and
- DPaint IV). Would this effect be easier to accomplish using 3-D
- or my 2-D tools? I'll experiment with both, but I have a short
- time line to work with and would rather not squander the time
- going down a dead end road. I'm not sure if I can get the nice
- 3-D effect using DPaint. Does anyone have the experience?
-
- Also, if I use Imagine, what would be the best way to model the
- arrow so that I can bend it without looking terribly segmented?
- B-Spline techology would come in real handy here. However,
- working around our polygonal limitation, do I simply need to make
- the arrow's sides with a large number of edges to get a smooth look
- when bending?
-
- Any ideas?
-
- Dale
-
-
- ____________________________^____________________________
- dale r. rogers
-
- Intergraph Corporation
- Building Design & Management MailStop: LR24A4
- drrogers@b24a.b24a.ingr.com Tel: (205) 730-8294
- .
-
-
- ##
-
- Subject: Re: less complaining, and a question for Glenn
- Date: Tue, 2 Nov 93 16:37:42 GMT
- From: glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
-
- >>>>> "Dan" == Daniel Jr Murrell <djm2@Ra.MsState.Edu> writes:
- Dan> Ok, my question for Glenn: I was gonna try T3D for converting a
- Dan> landscape, but can't find it now. Is it no longer on aminet?
- Dan> Where can I get a hold of it?
-
- Charles Congdon informed me of the following:
-
- T3DLIB R39 may be found in the boing directory tree on
- ftp.wustl.edu, parallel the aminet tree, under video/utils. The full
- path is something like systems/amiga/boing/video/utils. Aminet is
- systems/amiga/aminet.
-
- ./video/utils:
- -rw-rw-r-- 1 tucker arc_amiga 13728 Feb 15 1993 T3DLIB_R39.readme
- -rw-rw-r-- 1 tucker arc_amiga 360692 Feb 15 1993 T3DLIB_Exe_R39.lha
- -rw-rw-r-- 1 tucker arc_amiga 98335 Feb 15 1993 T3DLIB_Src_R39.lha
-
- Of course, if people can't find it, just e-mail me and I can
- e-mail you the files.
- -- Glenn
-
-
- ##
-
- Subject: Re: Instructional animation
- Date: Tue, 2 Nov 1993 08:10:37 -0800 (PST)
- From: Doug Kelly <dakelly@class.org>
-
- On Tue, 2 Nov 1993, Dale R Rogers wrote:
- > I want to illustrate a particular workflow that a user needs to
- > follow to use our software. I'd like to use an animated arrow
- > that bends and turns, like a ribbon, around various objects.
- >
- > I have both a 3-D product and a 2-D product (Imagine 2.0, and
- > DPaint IV). Would this effect be easier to accomplish using 3-D
- > or my 2-D tools? I'll experiment with both, but I have a short
- > time line to work with and would rather not squander the time
- > going down a dead end road. I'm not sure if I can get the nice
- > 3-D effect using DPaint. Does anyone have the experience?
- >
- > Also, if I use Imagine, what would be the best way to model the
- > arrow so that I can bend it without looking terribly segmented?
- > B-Spline techology would come in real handy here. However,
- > working around our polygonal limitation, do I simply need to make
- > the arrow's sides with a large number of edges to get a smooth look
- > when bending?
-
- IMHO, a 3D arrow will no-question look better than a DPaint 2D arrow.
-
- I'd try making an arrow, then making it conform to path for the various
- morph targets you'll need.
-
- Regarding point/edge/face count: an Amiga artist (Brad?) once said, "If
- you're not running out of RAM, you're not trying hard enough." Make your
- arrow, then select the whole thing and fracture it, repeating until you
- have lots of points. Load it with the rest of the animation, and try
- rendering. If you don't run out of RAM, fracture your arrow again and try
- it again. When you run out of RAM, go back to the previous version of the
- arrow and use it. You'll have the smoothest arrow that your configuration
- can render.
-
- It's only when you're already running out of RAM that you need to worry
- about point counts.
-
- Good luck, and blow the doors off those video services dweebs!
-
- ------------------------------------------------------------------------------
- Doug Kelly Information Specialist First Consulting Group
- dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
-
- "The difference between genius and stupidity: genius has its limits."
- ------------------------------------------------------------------------------
-
-
-
-
-
-
-
- ##
-
- Subject: Terrain/vista
- Date: Tue, 2 Nov 1993 7:42:40 -0700 (MST)
- From: LESK@CC.SNOW.EDU
-
- Hi all;
- I have been reading about terrain and was wondering what it was?
- is it like vista pro? are there new releases of these as I remember them
- from some years back I was not aware they were still viable products.
- Do you think some of the features they offered will be available in imagine?
-
- Thanks for your responses
- Lesk
-
-
- ##
-
- Subject: Re: Imagine 2.0 & AmigaFormat...
- Date: Tue, 2 Nov 93 09:48:31 PST
- From: 02-Nov-1993 0652 <leimberger@marbls.enet.dec.com>
-
- I took the time to contact Impulse. I asked about the AF disk.
- Impulse told me it was a PAL only version that wouls not run on
- machines in the US.(might be able to run on a 3000 or 4000 in
- PAL mode????) They stated that the giveaway was basically an
- amnesty program. Apparently the overseas market has many
- shall we say unregistered users. In my opinion there is not much
- Impulse can do short of a nasty copy protection scheme, so they
- opted for the next best thing. They hope that this giveaway will
- encourage everyone to purchase the upgrade at least. Now I know
- that their are those that will cry foul, "Why reward the guilty
- ect". But think about it. Anybody that has Imagine that never
- purchased it got it from SOMEWHERE. They would most likely get
- it from Somwhere again. Impulse believes their is a large % of
- thse users out their, and I'm afraid they are probably right.
- bill
-
-
- ##
-
- Subject: Re: Instructional animation
- Date: Tue, 2 Nov 93 13:12:20 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- > The question:
- >
- > I want to illustrate a particular workflow that a user needs to
- > follow to use our software. I'd like to use an animated arrow
- > that bends and turns, like a ribbon, around various objects.
- >
- > Also, if I use Imagine, what would be the best way to model the
- > arrow so that I can bend it without looking terribly segmented?
- > B-Spline techology would come in real handy here. However,
- > working around our polygonal limitation, do I simply need to make
- > the arrow's sides with a large number of edges to get a smooth look
- > when bending?
-
-
- Well in Imagine, isn't there a way to animate an extrude? I can't remember
- how, is it an FX? Anyway, I would extrude the "ribbon" along your path you
- wish to follow. You could have the head of the arrow, the triangle, follow
- the same path, just ahead(touching) of the growing "ribbon". This all depends
- on the ability to animate an extrude. Also, this will probably require
- lots of tweeking, as always, but the effect would probably be worth it.
- Maybe even add an Essence texture to change the color as you move along.
-
- Let us know if you get something to work.
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Re: Terrain
- Date: 02 Nov 93 14:22:19 EST
- From: John Foust - Syndesis Corporation <76004.1763@compuserve.com>
-
- To: >internet: imagine@email.sp.paramax.com
-
- w.graham6@genie.geis.com writes:
- > I don't know about Glenn's program, but I know that object converters such
- > as Interchange and Pixel 3D Pro will not read Terrain objects. Also, they
-
- InterChange has supported Terrain's Turbo Silver 2.0 objects since we
- added Turbo Silver support, oh, four years ago?
-
- Maybe you're thinking of the "Save" option in Terrain. Terrain has
- its own proprietary format for saving landscapes. Over on the right,
- there's a menu titled "Silver" that saves Turbo Silver 2.0 format
- objects and cells. We've supported TS 2.0 since 1989.
-
- And because of customer demand because of this Terrain compatibility,
- we kept the Turbo Silver 2.0 Converter in InterChange Plus v2.0 and
- v3.0. With it, you can read and write those old-format objects.
- Pixel does not support this file format.
-
- > double in size once they've been run thru Turbo Silver, similar to Forms
-
- Turbo Silver 2.0 has a very different file structure than 3.0. Most
- notably, I believe 2.0 didn't have a separate edge list, which would
- easily double the file size when converted to 3.0. It has nothing to
- do with Forms objects. (BTW, we'd love to convert Forms objects, but
- Impulse has never documented them.)
-
-
-
-
- ##
-
- Subject: IRC MEETING
- Date: Tue, 2 Nov 1993 20:19:49 +0100
- From: Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
-
- Perhaps it's the thing that I am ircing from germany and therefore
- from another time zone.
- I was only once able to establish an irc connection with someone
- else (MR. Waif (nickname, of course:-))
-
- Therefore I want to suggest a fixed time for our irc meetings:
-
- It would be 20:00 PM European Time, that would be 14:00 PM EST (if
- I am right )
-
-
- Then to hold the standards for the irc discussions high I suggest
- that we regularly announce a special irc discussion referring to
- a specific matter.
- Examples:
- Thursday 14:00 PM EST Discussion about particle systems with Imagine
- using T3D lib.
-
- Then everybody could writoe down some notes for this discussion which
- would improve discussion qualtiy a lot.
-
- What are your opinions about this ?
-
-
- Hannes
-
-
- ##
-
- Subject: Imagine 3.0 RELEASED TODAY!
- Date: Tue, 02 Nov 1993 17:00:59 -0500 (EST)
- From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
-
- Well, just got off the phone with the guys at Impulse, and Imagine 2.9 was
- released today! \
-
- That comes with some qualifiers...
-
- - It was the PC version. The Amiga version will be shipping in the next
- 2 or so days...
-
- - It's version 2.9. This version isn't 'really' lacking anything - the Bones
- function isn't 100%. Usable, but not EXACTLY the way Impulse wants it...
-
- - AGA compatible, promotable.
-
- - 40+ pages of README for the new version
-
- - 40+ pages of README for the 52 new textures included...
-
- - Shipping US Air Mail.
-
- This boils down to the fact that we'll have this sucker by the end of this
- week or early next!
-
- Warm up your mice, men! We've got _IMAGINING_ to do!
-
- As I said before, if it arrives at my door this week or early weekend, I will
- write a review for the net.
-
-
-
- ##
-
- Subject: Re: Instructional Animation
- Date: Tue, 02 Nov 93 14:26:00 PST
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- >I want to illustrate a particular workflow that a user needs to
- >follow to use our software. I'd like to use an animated arrow
- >that bends and turns, like a ribbon, around various objects.
-
- I think Imagine could do this very effectively and fairly easy, once
- you get everything set up. The set-up will take awhile but it should be
- achievable in several hours. I would make an "arrow" object first, just
- straight. I would do this by taking a rectangle into detail editor and
- extrude along the path with several sections, maybe 10 or 20. This would be
- the tail. I would probably do the same thing with the head, although with
- "Make lines" for the triangular outline using 10 points per slant line. I
- would add edges and faces manually so the "head" would also have several
- sections. Then "Join" these two objects and save as Arrow. Then I would
- take that basic arrow and edit it to make the next version, like the arrow
- curving around a right corner. Go to "Pick Points", multipick one section
- of points and rotate it slightly and move it into place, go to the next
- section, rotate it at an increased angle, move those into place, go to the
- next section and rotate it slightly, move into place, then pick the head
- section and rotate it 90 degrees and move into place. This should now give
- you an arrow object with a 90 degree bend, as viewed from the top, although
- you could also do this so it has a 90 degree bend pointing down. Save this
- object as Arrow1. Do this for all your basic positions, like 90 degree bend
- right, 90 degree bend left, 90 degree bend down, up, twisted, stretched, and
- so on. Be sure to set Phong in the attributes. Despite the fact that the
- object is made of polygons, it will appear remarkably smooth when rendered.
- There is also an option called Make Smooth when you are in Pick Edges mode.
- The next step would be to create your Path object. This will take a
- while to think out and get set up so it will move your arrow object around
- your other objects in the way you want. You should make a path with several
- axes so you can place rotation movements and different bends where you want
- them. Also, it is easier to edit in the Stage Editor.
- What I usually do next is go to the Stage Editor and put all my starting
- objects into the first frame, get my lights in, and get some idea as to the
- scale of things.
- After this, go to the Action Editor and increase the frame count to the
- size of your animation. Go to the Arrow object line, delete the Arrow
- actor, then add the Arrow object. Make the Arrow actor follow the Path.
- Create a morph to the next basic Arrow object (maybe Arrow1) at the frame
- where you want the arrow to take a turn or elongate or whatever, while still
- in the Add mode by going to that next frame, picking the duration of that
- sequence, and loading Arrow1 as the object.. Set the transition count for
- something like 2 or 3 frames, depending on the duration of that particular
- scene. Doing this will allow you to load the basic Arrow objects, at
- different points, and Imagine will "morph" from the previous object to the
- next object. This "morph" will be very smooth and it will look very fluid.
- From there, you will have to play with the Path, set acceleration and
- deceleration where you want, and play with the camera so everything looks
- right. Maybe you will just have the camera far enough away to see the whole
- path without re-aligning and moving.
- Anyway, hope this helps. It sounds like a fun project and it is
- worthwhile to show the capabilities of the Amiga to the unknowing. Good
- luck and happy rendering!
-
-
- ##
-
- Subject: Re: IRC MEETING
- Date: Tue, 2 Nov 93 16:38:10 MST
- From: pringleg@cuugnet.cuug.ab.ca (Greg Pringle)
-
- >Thursday 14:00 PM EST Discussion about particle systems with Imagine
- >using T3D lib.
-
- I wouldn't expect a lot of north american participation if you're
- holding chats during the day on business days. Chances are we'll
- either have classes or work. If they have to be during the day,
- weekends would seem more reasonable.
-
- I've been opening the IML channel after school here also, but haven't
- run into anyone either.
-
- Greg
-
-
-
-
- ##
-
- Subject: Re: Instructional animation
- Date: Tue, 2 Nov 93 16:50:29 MST
- From: pringleg@cuugnet.cuug.ab.ca (Greg Pringle)
-
- Hi Dale,
-
- > I have a queston for the Imagine/Social Philosophies/Personal
- > Flame Wars Mailing List ;-)
-
- So you noticed it too? B^) I'd suggest people stop and think if
- what they have to say is really going to be of interest to the
- majority of IML readers before posting, but it's just something
- ya got to put up with I guess.
-
- > or my 2-D tools? I'll experiment with both, but I have a short
- > time line to work with and would rather not squander the time
- > going down a dead end road. I'm not sure if I can get the nice
- > 3-D effect using DPaint. Does anyone have the experience?
-
- The dpaint method would probably be quicker, but flashy 3d arrows
- would look nicer..
-
- > Also, if I use Imagine, what would be the best way to model the
- > arrow so that I can bend it without looking terribly segmented?
- > B-Spline techology would come in real handy here. However,
-
- Just make a straight arrow, fracture it until it has a reasonable number
- of faces. Reasonable would depend on how much memory, and what resolution
- you're rendering to. No use wasting time rendering 10,000 polygons for
- a 320X200 picture. Rember to set the phong, and set the corner edges
- of the arrow to make sharp. Save the arrow, then make some 'tween'
- objects for each stage of the path from this object. Don't add or
- remove points from the object. Then, morph between the 'tween' objects.
- A good technique for turning the arrow is just to lasso a bunch of points
- in pick point mode, then just rotate the points that make up the end of
- the arrow. You might figure out how big the arrow is going to get, and
- then make sure there'll be enough faces in the original arrow, since it'll
- be a waste of time if it starts looking segmented by the time you get
- the arrow stretched out.
-
- > Dale
-
- Greg
-
- --
- +------------------------------+---------------------------------------+
- | Greg Pringle | Amiga VBBS - Multitasking, Windowed |
- | pringle@cpsc.ucalgary.ca | BBS'ing! |
- | pringleg@cuugnet.cuug.ab.ca | VBBS 14.4K: (403) 284-2048 & 284-5625 |
- +------------------------------+---------------------------------------+
-
-
-
-
- ##
-
- Subject: Attributes and Memory
- Date: 2 Nov 93 21:45:00 EST
- From: "J_GEORGE" <J_GEORGE@vger.nsu.edu>
-
-
- This is a question posed to all, particularly those who have written programs
- that hook into Imagine. I've created a futuristic cityscape with a large number
- of simple polygons, a few somewhat complex objects, and made use of Essence II
- textures as well as a couple of animated brushmaps. Working on a system with
- only 7 megs, it was no surprise when parts of the scene started dropping out
- of the rendered image. In an attempt to scale things down, I've tailored the
- concentration of building objects toward the areas where they are visible to
- the camera during the fly-through, reduced the number of lights and reflective
- surfaces, and so forth, but still parts of the scene are dropping out. Not
- being able to afford any additional RAM at this point (unless someone knows
- where I can get some GVP SIMMs cheap), I have to continue scaling the scene
- down. Before taking this any further, I wanted to get an idea of what object
- elements take up the most memory during rendering, everything from the number
- of points in an object to the individual attributes (reflection, filters, etc)
- to applied textures and brushmaps.
-
- If anyone has an "itemized list" of how these elements are broken down
- memory-wise or at least ballpark figures on these ratios, posting them would
- help keep a poor college student from pulling the rest of his hair out. ;-9
-
- Thanks in advance.
-
- I\/Iax I\Iomad
-
-
-
-
- ##
-
- Subject: Re: Attributes and Memory
- Date: Tue, 2 Nov 1993 22:37:34 -0500 (EST)
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- Forwarded message:
- > From imagine-relay@email.sp.paramax.com Tue Nov 2 22:19:20 1993
- > Message-Id: <9311030252.AA16387@email.sp.paramax.com>
- > Date: 2 Nov 93 21:45:00 EST
- > From: "J_GEORGE" <J_GEORGE@vger.nsu.edu>
- > Subject: Attributes and Memory
- > To: "imagine" <imagine@email.sp.paramax.com>
- >
- > Before taking this any further, I wanted to get an idea of what object
- > elements take up the most memory during rendering, everything from the number
- > of points in an object to the individual attributes (reflection, filters, etc)
- > to applied textures and brushmaps.
-
- Brushmaps of any type are converted internally to 24-bit. It makes no
- difference in terms of memory if they're 1-bit, 5-bit, 12-bit, or 24-bit
- images. I don't know enough about the mechanics of rendering, but I would
- imagine (no pun intended) that reflection and refraction add to the memory
- requirement, depending on the depth you take them to.
-
- If you have a machine with an MMU, you probably would benefit greatly from
- a virtual memory system such as GigaMem. It works very well with Imagine
- and the render times are, surprisingly, not as badly affected as I thought
- they would be when I first started to use that combination. It would
- certainly save you from going bald before your time. ;-)
-
- ._. Udo Schuermann
- ( ) walrus@wam.umd.edu
-
-
- ##
-
- Subject: Cluttered Detail Editor
- Date: Tue, 2 Nov 1993 23:13:00 -0500
- From: changc9@rpi.edu (Cedric Georges Chang)
-
- I am trying to do the not-so-original anim of a plane flying through a canyon.
- I want the plane to twist and turn in accordance with the contours of the
- ground.
-
- Using VistaPro I imported a section of the Halfdome landscape. What I see in
- the detail editor (turning off fastdraw) is a mess; the canyon walls block
- everything in the front/right views. With basic knowlege of what the terrain
- looked like and some quickrenering, I was able to get a path so that the plane
- wouldn't crash into anything. I wasn't able to create the subtle twists and
- turns needed for nap-of-the-earth flying.
-
- What I need is a hide points feature, but I understand that only works when
- creating an object. It would also have helpful if I could have seen the path
- in the perspective view. Since I didn't create the landscape, it isn't grouped
- so the canyon walls can be deleted for a less cluttered view and then reloaded
- for the actual rendering.
-
- Any suggestions?
- Thanks.
-
- Cedric
-
- --
- -------------------------------------------------------------------
- |Cedric Chang | Grad Student | Aerospace Engineer |
- |changc9@rpi.edu | Rennselaer Polytechnic | (Will Work For Food) |
- |Amiga 3000 | Institute | |
- -------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: Cluttered Detail Editor
- Date: Tue, 2 Nov 93 22:43:41 PST
- From: ue481@freenet.victoria.bc.ca (Gerard Menendez)
-
- >
- >I am trying to do the not-so-original anim of a plane flying through a canyon.
- >I want the plane to twist and turn in accordance with the contours of the
- >ground.
- >
- >What I need is a hide points feature, but I understand that only works when
- >creating an object. It would also have helpful if I could have seen the path
- >in the perspective view. Since I didn't create the landscape, it isn't grouped
- >so the canyon walls can be deleted for a less cluttered view and then reloaded
- >for the actual rendering.
- >
-
-
-
- Doesn't Vista-Pro save an object that can be edited in the detail
- editor? I've only used it one week-end. If so, take it into the
- detail editor, delete alot of points (like maybe select by drag box and
- drag the box down so that only the canyon floor is left) use this object
- to arrange your whole anim, renaming the original file only when it's
- time to render.
-
-
- Gerard
-
- --
- Gerard Menendez Seattle, WA
- ue481@victoria.freenet.bc.ca
-
-
- ##
-
- Subject: Re: Terrain files & T3DLIB
- Date: Tue, 2 Nov 93 16:50:06 GMT
- From: glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
-
- Yikes... I had no idea. Jeff Walkup just pointed out to me
- that Terrain files are completely different beasts and that T3DLIB
- doesn't have the foggiest idea what they are.
- Sorry about that. Thanks for the report, Jeff!
- -- Glenn
-
- >>>>> "Jeff" == Jeff Walkup <jwalkup@sfsuvax1.sfsu.edu> writes:
- Jeff> Glenn M. Lewis - ICD ~ writes:
- >> Yes, if Turbo Silver can load them, then T3DLIB should be able to
- >> load them.
- Jeff> I just tried it, it doesn't work. Terrain files are "special".
- Jeff> Here's the first few lines of one:
- Jeff> 00000000: 53494C56 45522049 490A4F42 4A540A01 SILVER II.OBJT..
- Jeff> 00000010: 54455252 41494E00 00000000 00000000 TERRAIN.........
- Jeff> readwrite (v36, I think) says "invalid chunk on line xxx: 'x'
- Jeff> skipped". (xxx = every line of the file, and 'x' is some
- Jeff> garbage)
- Jeff> -- Jeff Walkup - jwalkup@sfsuvax1.sfsu.edu - Digital Animator /
- Jeff> Videographer
-
-
- ##
-
- Subject: RE: Cluttered Detail Editor
- Date: Wed, 3 Nov 93 01:41:12 PST
- From: 03-Nov-1993 0530 <leimberger@marbls.enet.dec.com>
-
- Subj: Cluttered Detail Editor
-
- >wouldn't crash into anything. I wasn't able to create the subtle twists and
- >turns needed for nap-of-the-earth flying.
-
- It would be nice if you could use makepath, and import the path
- into Imagine. I think VRL should consider this.
-
- >What I need is a hide points feature, but I understand that only works when
- >creating an object. It would also have helpful if I could have seen the path
- >in the perspective view. Since I didn't create the landscape, it isn't grouped
- >so the canyon walls can be deleted for a less cluttered view and then reloaded
- >for the actual rendering.
-
- Would a run through rendered in wireframe buy anything ? If you
- have MakePath you could preview the flight in perspective and
- then render it in vistapro. This would give you a guide at least.
- Then you could use wireframe in Imagine to get quick renders
- with your object. Another way would be to render only the object in
- imagine and then composit it over the Vista pro anim with a Imaging
- program. I use ADPro on the Amiga
-
- bill
-
- /*
-
- bill leimberger Nashua NH.
- */
-
-
- ##
-
- Subject: joe's diner project
- Date: Wed, 3 Nov 1993 19:29:41 +0100
- From: Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
-
- Hi
-
- I contributed one object to this project and now I want to know
- if the whole project has been cancled ?
-
- Is the video tape ready, when will it be ready.
- Thanks
- Hannes
-
-
- ##
-
- Subject: More Im3.0 stuff
- Date: Wed, 03 Nov 1993 15:30:28 -0500 (EST)
- From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
-
- Okay, spoke today with Arv out at Impulse, and we talked about 2.9/3.0, etc.
-
- The Amiga version will be coming probably Thursday, or maybe Friday. He said
- Monday AT THE LATEST to start shipping the Amiga version. The code is all in,
- Arv said, but they're scrambling to add OpalVision & other display enhancer
- stuff.
-
- It will most likely be on 2 disks.
-
- Dinosaur skin, giant planet (gas planets/rings, etc), planet texture, monster
- (looks like open gaping sores on skin. Lovely), statue (really neat sounding),
- and many other textures will be included.
-
- The 3.0 release is expected about 30-45 days AFTER the 2.9 release, depending
- on the manual and bugs that may be shaken out of the 2.9. I asked Arv about
- a ring binding (or spiral binding) on the manual, and he said that the extra
- expense is prohibitive, and since people complain (ahem) about a measley
- $100 upgrade fee, they probably wouldn't bear _ANY_ additional expense.
-
- Arv told me that the new set of 3.0 textures are REALLY fast (he went so far
- as to compare the speed to a 3rd-party set of Imagine textures, and said
- Impulse's ROCK), and that there are about 50 of them included.
-
- I asked about an '040 optimized version, and he said the 3.0 release 'may' have
- specially optimized code for an 040, but that the 2.9 will not.
-
- Arv also told me that he anticipates the 3.0 version will allow users to
- define default directories in Imagine.CONFIG for things like TEXTURES, OBJECTS,
- ATTRIBUTES, etc. This has been LONG on my list...
-
- I hope these somewhat disjointed reports are helpful for people. Are they?
-
- Well, doesn't look like I'll be able to work all weekend on the new version and
- write my report. Ah well... It'll be here soon enough!
-
-
-
- ##
-
- Subject: Re: Instructional animation
- Date: Wed, 3 Nov 93 14:59:08 PST
- From: ua197@freenet.victoria.bc.ca (Christopher Stewart)
-
- > I have both a 3-D product and a 2-D product (Imagine 2.0, and
- > DPaint IV). Would this effect be easier to accomplish using 3-D
- > or my 2-D tools? I'll experiment with both, but I have a short
- > time line to work with and would rather not squander the time
- > going down a dead end road. I'm not sure if I can get the nice
- > 3-D effect using DPaint. Does anyone have the experience?
- >
- > Also, if I use Imagine, what would be the best way to model the
- > arrow so that I can bend it without looking terribly segmented?
- > B-Spline techology would come in real handy here. However,
- > working around our polygonal limitation, do I simply need to make
- > the arrow's sides with a large number of edges to get a smooth look
- > when bending?
- >
-
- I'm working on something similar right now and might be able to help.
- If you generated multiple versions of the arrow (ie, the bends, twists
- etc) by extruding along a path you'd be able to morph between the
- versions. As long as you kept the # of segments the same when you
- generate the shafts, you should have the same number of triangles for each
- version. I've been generating text using this method and have been
- suprised at the quality of the results when morphing. Hope this helps.
-
- Christopher
-
-
- --
- ....and if there be some harder, better way ua197@freenet.victoria.bc.ca
- to salvation than to follow that which we cs833@cleveland.freenet.edu
- believe to be good, then are we all damned.
- Lord Dunsany, "Dom Rodriguez" (1922). Join the Animation Sig!
-
-
- ##
-
- Subject: RE: More Im3.0 stuff
- Date: Wed, 03 Nov 93 16:16:00 PST
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- I have a couple of questions. First, how do you get the upgrade? Without
- it being available from a distributor, do you just send a check to Impulse?
- Do they need some verification like the original Imagine 2.0 disks (or
- maybe the torn-off cover of the Imagine 2.0 manual, ala Commodore
- power-up...just kidding!)? Second, now that you have paid out the upgrade
- fee for 2.9, does that mean Impulse will automatically send you 3.0 when it
- becomes available, probably sans manual, and then automatically send you the
- manual when that becomes available? Kind of curious about these details.
- ----------
- From: imagine-relay
- To: imagine
- Subject: More Im3.0 stuff
- Date: Wednesday, November 03, 1993 3:30PM
-
- Okay, spoke today with Arv out at Impulse, and we talked about 2.9/3.0, etc.
-
- The Amiga version will be coming probably Thursday, or maybe Friday. He said
- Monday AT THE LATEST to start shipping the Amiga version. The code is all
- in,
- Arv said, but they're scrambling to add OpalVision & other display enhancer
- stuff.
-
- It will most likely be on 2 disks.
-
- Dinosaur skin, giant planet (gas planets/rings, etc), planet texture,
- monster
- (looks like open gaping sores on skin. Lovely), statue (really neat
- sounding),
- and many other textures will be included.
-
- The 3.0 release is expected about 30-45 days AFTER the 2.9 release,
- depending
- on the manual and bugs that may be shaken out of the 2.9. I asked Arv about
- a ring binding (or spiral binding) on the manual, and he said that the extra
- expense is prohibitive, and since people complain (ahem) about a measley
- $100 upgrade fee, they probably wouldn't bear _ANY_ additional expense.
-
- Arv told me that the new set of 3.0 textures are REALLY fast (he went so far
- as to compare the speed to a 3rd-party set of Imagine textures, and said
- Impulse's ROCK), and that there are about 50 of them included.
-
- I asked about an '040 optimized version, and he said the 3.0 release 'may'
- have
- specially optimized code for an 040, but that the 2.9 will not.
-
- Arv also told me that he anticipates the 3.0 version will allow users to
- define default directories in Imagine.CONFIG for things like TEXTURES,
- OBJECTS,
- ATTRIBUTES, etc. This has been LONG on my list...
-
- I hope these somewhat disjointed reports are helpful for people. Are they?
-
- Well, doesn't look like I'll be able to work all weekend on the new version
- and
- write my report. Ah well... It'll be here soon enough!
-
-
-
- ##
-
- Subject: RE: More Im3.0 stuff
- Date: Thu, 4 Nov 93 08:55:13 EST
- From: David Watters <watters@cranel.com>
-
- > I asked about an '040 optimized version, and he said the 3.0 release 'may'
- > have specially optimized code for an 040, but that the 2.9 will not.
-
- Give me a break. Do this guys really think anyone believes they care about the
- Amiga market?
-
- My Lightwave 3.0 gave me a 8x increase in performance over 2.0 running on the
- same '040 processor. How can impulse justify not taking advantage of this in
- the last year since '040s have been in Amigas.
-
- > I hope these somewhat disjointed reports are helpful for people. Are they?
-
- Yes.
-
- _ ___
- David ~ |_|,--' |@,__
- Watters ~ ( )-_______-()`-
-
- --
- David R. Watters (watters@cranel.com) Cranel Inc. Development & Engineering
- "Porsche. The very name is, to many, the last word in sports cars. Any car
- blessed with these magic seven letters is sure to be the very best. Period!"
- - Car and Driver, January 1993
-
-
- ##
-
- Subject: Imagine 3.0 compatibility
- Date: Thu, 04 Nov 93 09:16:00 PST
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- In their many phone calls to Impulse, has anybody asked about
- compatibility between Imagine 2.0 and 3.0? Primarily, object compatibility
- including detail, cycle, and forms, texture compatibility, special effects,
- attributes, stage and action scenes, projects, etc. I seem to remember a
- message awhile back that said Essence would no longer be compatible with
- Imagine 3.0. I guess these questions will be answered anyway with the
- release of 3.0 and it is too late to change code just to maintain backward
- compatibility. Is 3.0 going to mean that you throw out 2.0 and everything
- that goes with it?
-
-
- ##
-
- Subject: arrow anim(was Re: Instructional animation)
- Date: Thu, 4 Nov 93 12:25:27 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- Well, last night I gave my suggestion a whirl. It worked very nice and was
- very easy to do.
-
- Just create your path in the detail editor using spline paths. Also create
- the outline of the tail of the arrow. I used a square, but I suggest a circle
- because I was unable to make the edges sharp(even though I used make sharp)
- at the later phase. Group 'em, with the path as the parent. After you've
- set up your stage, go to the action editor and add the GROW FX to the paths
- fx. Ta da! Thats it! You can practice using extrude in the detail editor
- to see what you object will look like.
-
- Now just add the pointy part of the arrow, have it follow the same path. You
- may need to fool around with the axis location and alignment on the pointy part
- so that it starts off in the right place.
-
- Problems: The tail seems to grow from the head. If you add a texture, the
- textures will not move and the head seems to be "drawing" the tail. It looks
- really nice, though.
-
- Problem2: The edges of the box that was extruded were rounded and make sharp
- didn't take effect.
-
- I came up with an idea for an FX while I was playing with this. I will try
- and implement it when(if) Impulse releases their 3.0 FX spec.
-
- Since this is not a morph, you can't have a starting and ending texture, so
- you can't animate textures. But if you had an FX to add on top of the
- grow FX, say "POSITION AND ALIGN TEXTURE AXIS FX" then you could get some
- motion out of the texture. If you follow the above steps using grow, you
- will know what I mean.
-
- Idea:(besides edible paper(movie reference)) try adding a grow fx on top of
- a grow fx. One growing, one shrinking. Might be a wierd effect?!?!?
-
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Imagine in the Movies
- Date: Thu, 4 Nov 93 13:14:29 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- Well, here is my second contribution to the "Stop the Flames" campaign.
-
- A while back I mentioned a friend of mine doing some interesting work
- with Imagine. Well, I convinced him to let me brag on him and tell his
- story(he was hesitant at first because he was having problems with Impulse
- and was considering switching products).
-
- He is working for Marimac Valley Films on a film called Radio Land Murders.
- Marimac(not sure if that is spelled right) is a subsidiary(or something) of
- George Lucas Films. Anyway, my friend Joey worked with the production
- designer to design the sets. Normally an artist is hired to draw the set
- from several different angles. The production designer will say, make
- those curtains blue, or make that an easy-boy chair instead, etc. This
- time, however, Joey was hired and did the whole set in 3d in Imagine.
-
- As you can imagine, this has great advantages over the traditional way of
- doing things. Camera positions can be tried. Lighting can be experimented
- with. Different angles can be tried without worring about the artist forgeting
- something in the background, etc.
-
- After the production designer was happy with everything, Joey created several
- animations of fly throughs and different angles and recorded them to tape
- with a PAR. The tape was then used to give the builders a view of how the set
- should look.
-
- George Lucas also came into town(Wilmington, NC) and met with the production
- designer and Joey(he got to shake Georges hand! OOOOHHH) George viewed the
- tape and was apparently very enthusiastic about it. He said that he hoped one
- day he would be able to script out a whole movie using this technique, not
- just design the sets.
-
- Joey also is involved in any screen shots(ie, computer screens) that you
- might see in this movie(not necessarily Imagine). He is also currently doing
- this for several other movies and TV shows currently being filmed in
- Wilmington. Radio Land Murders was the most exciting, however, because he got
- to meet George Lucas(Ooooooh! Gee, I wish I had been there).
-
- Joey has also done some TV ad work for which he won an Ady(*the* ad award, don't
- know how its spelled though). He won local and regional and it went on to
- the nationals.(don't know how it faired there)
-
- So, if anyone tells you Imagine isn't for professional use...well, you get
- the idea.
-
- BTW, the name of Joeys company is J&K Graphics. You may be hearing more
- about them in the future(and maybe not;)
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Imagine on film
- Date: Thu, 04 Nov 93 23:08:00
- From: greg.tsadilas@hofbbs.com
-
- I'm new to the Internet <spare the hello's :) > so if this has been mentioned I
- appologize.
- Imagine played an integral part in the layout, design, animation & creation
- of the ballroom dance scene in Disney's "Beauty and the Beast". Just in case
- you were wondering what was used to create it, now ya know.
-
- GreG tsadilas
- greg.tsadilas@hofbbs.com
-
-
-
- ##
-
- Subject: Cycle Memory question
- Date: Fri, 5 Nov 1993 09:01:02 -0500
- From: "Rob (R.D.) Hounsell" <hounsell@bnr.ca>
-
- Folks,
-
- If I have an animation sequence that has a static object for a period of
- time, and then suddenly starts moving (via a cycle object) is it better (uses
- less memory / CPU / disk access / time ...) to, for the first static sequence:
-
- i) use the cycle object for the entire static sequence but don't cycle it:
- i.e. load it using zero cycles (and whatever phase is appropriate).
-
- or
-
- ii) use a snapshot (e.g. a grouped object) of one of the cycle cels for the
- static part.
-
- I guess what I'm asking is "is there any overhead using a single cel of a
- cycle for a static object rather than a non-cycle grouped object".
-
- Thx
- Rob
- --
- +-----------------------------------------------------------------------------+
- | Rob Hounsell BNR WAN: HOUNSELL@NMERH53 |
- | Team Leader: UNIX INTERNET: HOUNSELL@BNR.CA |
- | System Performance: PHONE: (613) 765-2904 |
- | Paradigm Club Design Team. Dept. PS27 ESN: 395-2904 |
- | Northern Telecom Public Switching |
- +-----------------------------------------------------------------------------+
-
-
- ##
-
- Subject: Re: Imagine on film
- Date: Fri, 5 Nov 93 15:42:00 GMT
- From: glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
-
- >>>>> "Greg" == greg tsadilas <greg.tsadilas@hofbbs.com> writes:
-
- Greg> I'm new to the Internet <spare the hello's :) > so if this has
- Greg> been mentioned I appologize.
-
- Well, "Hello" anyway! :-)
-
- Greg> Imagine played an integral part in the layout, design, animation
- Greg> & creation of the ballroom dance scene in Disney's "Beauty and
- Greg> the Beast". Just in case you were wondering what was used to
- Greg> create it, now ya know.
-
- Were you involved with any part of it? Or is this from an
- article in Computer Graphics World, or what? If you have more
- details, please fill us all in. Maybe from the new "Disney's Art of
- Animation: From Mickey to Beauty and the Beast" book?
-
- Feel free to share on the IML, as graphics topics would be a
- refreshing change.
-
- -- Glenn
-
-
-
- ##
-
- Subject: Re: Imagine in the Movies
- Date: Thu, 4 Nov 1993 17:05:32 -0500 (EST)
- From: "David A. Rollins" <drollin@seq.cms.uncwil.edu>
-
- Hello Thomas Setzer,
- >
- > Well, here is my second contribution to the "Stop the Flames" campaign.
- >
- > A while back I mentioned a friend of mine doing some interesting work
- > with Imagine. Well, I convinced him to let me brag on him and tell his
- > story(he was hesitant at first because he was having problems with Impulse
- > and was considering switching products).
- >
- > He is working for Marimac Valley Films on a film called Radio Land Murders.
- > Marimac(not sure if that is spelled right) is a subsidiary(or something) of
- > George Lucas Films. Anyway, my friend Joey worked with the production
- > designer to design the sets. Normally an artist is hired to draw the set
- > from several different angles. The production designer will say, make
- > those curtains blue, or make that an easy-boy chair instead, etc. This
- > time, however, Joey was hired and did the whole set in 3d in Imagine.
-
- I live in Wilmington and know Joey Jarman. As a matter of fact, the first
- time we met was on the day that CBM Computers unveiled their very first
- Amiga 1000 demo unit way back in 1885. Joey was a MessyDosHead and
- Macphile back then. One look at the Amiga and two weeks later, Joey
- was selling Amigas for CBM. My boast is that I was the very first person
- in Wilmington, North Carolina to ever operate an Amiga. Joey was the
- second.
-
- Not only has Joey worked on the project you mentioned above, but he has
- also produced a set of local environmental recycling commercials that
- air several times daily on all the local network affiliate channels.
-
- I and my partner, Richard Harris, have also created station IDs and
- program intros for locally produced TV programs.
-
- My only negative comment concerning Joey is that he is not very
- original in his objects, resorting to using the tutorial man from
- Imagine 1.1 in one of his commercial animations as well as using the
- rendered images from the supplied .dem files in SceneryAnimator instead
- of designing his own.
-
- Still, Joey has done much to enlighten the film industry in Wilmywood
- (our nickname for Wilmington with regards to Carolco Studios here).
-
- You may not know that the Amiga was widely used in the production of
- every episode of The Young Indiana Jones Chronicles, which was also
- produced here in Wilmington. So was Total Recall, The Teenage Mutant
- Ninja Turtles, Mario Bros., and a host of nationally distributed
- TV commercials. I also believe that Joey created a few of the
- animations that were in Stephen King's Golden Years mini series.
-
- >
- > As you can imagine, this has great advantages over the traditional way of
- > doing things. Camera positions can be tried. Lighting can be experimented
- > with. Different angles can be tried without worring about the artist forgeting
- > something in the background, etc.
- >
- > After the production designer was happy with everything, Joey created several
- > animations of fly throughs and different angles and recorded them to tape
- > with a PAR. The tape was then used to give the builders a view of how the set
- > should look.
- >
- > George Lucas also came into town(Wilmington, NC) and met with the production
- > designer and Joey(he got to shake Georges hand! OOOOHHH) George viewed the
- > tape and was apparently very enthusiastic about it. He said that he hoped one
- > day he would be able to script out a whole movie using this technique, not
- > just design the sets.
-
- George Lucas is no stranger to Wilmington. Wilmington has become the home
- of quite a few producers and stars over the past 10 years since the
- film studios were built.
-
- For those of you who are not familiar, Wilmington got on the movie
- map when Dino Delaurentiis built his studios here in 1983. He produced
- such big screen "classics" here as KING KONG (the one where King Kong
- climbs the World Trade center), Firestarter, Silver Bullet, Cape Fear,
- Places In the Heart, Chinatown, and many many more. Delaurentiis went
- bankrupt and his studios became North Carolina Film Studios. Very few
- films were made or released during this period due to Chapter 11
- proceedings. Finally, Carolco and to a lesser degree Tri-Star bought
- the studios a few years ago. The new and most prosperous productions
- at Carolco are the current Matlock TV Series, the Weekend at Bernies,
- Mario Bros., Golden Years, Cat's Eye, Harlem Nights, MalcolmX, Pet
- Sematary, Dune (which was a DeLaurentiis production, and one or two
- other Swarzenegger films. Some of the films mentioned above were
- produced during the DeLaurentiis years but were not released until
- Carolco came along. Also, the movie Traxx was made here as well as some
- segments of the Nightmare on Elm Street series.
-
- Amigas have played a part in many of these movies. Oh, I almost forgot...
- Some of the RobocopII footage was shot here and Amigas were part of that as well.
-
- >
- > Joey also is involved in any screen shots(ie, computer screens) that you
- > might see in this movie(not necessarily Imagine). He is also currently doing
- > this for several other movies and TV shows currently being filmed in
- > Wilmington. Radio Land Murders was the most exciting, however, because he got
- > to meet George Lucas(Ooooooh! Gee, I wish I had been there).
- >
- > Joey has also done some TV ad work for which he won an Ady(*the* ad award, don't
- > know how its spelled though). He won local and regional and it went on to
- > the nationals.(don't know how it faired there)
- >
- > So, if anyone tells you Imagine isn't for professional use...well, you get
- > the idea.
-
- The majority of Amiga users in Wilmington are using their Amigas for
- professional purposes.
-
- Richard and I have finished our object set and it will be released
- as soon as I finish the documentation and create the installer
- routines. Look for it real soon.
-
- >
- > BTW, the name of Joeys company is J&K Graphics. You may be hearing more
- > about them in the future(and maybe not;)
-
- You will hear more about Joey and other Amiga production companies in
- Wilmington such as, Cybergraf Synthiotics, Sly Curmudgeon Productions,
- Pine Valley Productions, Propel Animations, and Desktop Video Productions.
-
- My companies, Cybergraf Synthiotics and Desktop Video Productions are
- currently involved as consultants and artistic contributors to a
- film in research called Neon Warriors, written by Dr. Richard Hill.
-
- It is a story of an inner city high school held "hostage" by a neigh-
- borhood youth gang alliance. The school board hires ex-military
- anti-terrorist experts as teachers. These "teachers" team up with the
- students who want to learn and they systematically eliminate the
- gangs with computer wizardry, martial arts expertise, "practical joke"
- scenarios and just plain dazzling intellect.
-
- Dr. Hill, by the way is a very accomplished author who has written for
- a variety of national and international magazines. He has written an
- episode of Seinfeld that is currently being reviewed as a candidate
- for airplay next season. He is an ex-Navy Seal and a former Secret
- Service operative during the Kennedy and Johnson years.>
- >
-
-
- ##
-
- Subject: Im3.0 MORE
- Date: Fri, 05 Nov 1993 14:02:44 -0500 (EST)
- From: "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
-
- Just a short note today...
-
- Imagine 2.9 'should' be shipping Monday, November 8 1993.
-
-
-
-
- ##
-
- Subject: Comp Graphics - The Art, The Science, The Market
- Date: 5 Nov 93 15:16:00 EST
- From: "J_GEORGE" <J_GEORGE@vger.nsu.edu>
-
-
- Some questions posed to all:
-
- How many subscribers to this list are (A) working in Computer Graphics and
- Animation or (B) students studying to break into these fields? I'm just
- curious, for several reasons:
-
- [1] With this list, Impulse bashing aside, we have an excellent resource here
- that is still unavailable to a large percentage of the world - connectivity.
- A constant flow of information from sources across the globe, no matter what
- the field, lends itself to accelerating learning and problem solving. What
- might take days (or weeks) to figure out can sometimes be solved within hours
- or minutes, strictly because often the stumbling blocks are not unique.
- Someone else has come along before you, hit the problem, and found the
- solution; or in other cases, you may be that person and lend invaluable aid to
- another that has reached that point. At its best, this is an inside track,
- maybe even an 'edge' on the other competition out there. At its worst, it's
- merely a steady stream of mail in the mailbox to sift through.
-
- [2] Being a computer graphics artist striving to break into the market, I'm
- constantly gathering information and sources for my personal library and
- archives. I see this as a necessary practice, if nothing else, as a means to
- insure the greatest odds are in my favor as far as landing that job in the
- field to not only support myself but get my hands on the high-end equipment.
-
- To cut out more of the socio-philosophical rambling, I'm beginning to
- see a definite seperation between those that use Imagine (or any other
- rendering engine) as a hobby and those that are using it to make ends meet (or
- as a stepping stone in that process). The time and energy I've seen spent in
- posts and responses and bickering over the actions of Impulse almost warrant
- another mailing list unto itself. People in serious production, whether for
- art or for profit, don't have time for the whining. Time is of the essence.
- Correct me if I'm wrong, but it'd seem like only hobbyists and ethusiasts have
- time for this behavior. Nothing wrong with being a hobbyist, but such a person
- doesn't have as much to lose as someone that is into this stuff for a living.
-
- So... what can be done.. ?
-
- Granted, a little civil disobedience is always a good thing, but when
- it starts to consume a good portion of the mail-traffic, it's taken on a
- tangent of it's own. Solution? What about the possibility of making another
- mailing list, one for, let's say, IMPULSE, and letting it go on its merry way
- for the complaints/criticisms/congratulations. Just like this somewhat
- lengthy letter, it's not pertaining to production, techniques, or advice.
- I can't speak for anyone else, but personally production techniques/advice
- and resources is what this is all about, both giving and receiving aid.
- Anything else [constant complaints] is irrelevant.
- I noticed that some others have posted similar pleas for the complaints
- and Impulse bashing to end. I avoided contributing to those threads, hoping
- they'd go away in a few days, but as we can all see, they haven't.
-
- If the complaints continue, how about we consider making a totally
- seperate list for those that have alot of fuel for flames... or creating a
- special mailbox that all complaints can be sent to. Otherwise, this kind of
- discussion will eventually be the downfall of a mailing list like this. The
- people that are serious about their craft will get fed up and unsubscribe,
- which will definitely affect the quality of the information resources
- currently found in the list.
-
- Apologies for the long speech on the soap box. I got to a point where
- I couldn't hold back from speaking out any longer. Thanks for your patience.
-
-
- Some food for your Brain Cels,
-
- I\/Iax I\Iomad
-
-
-
-
- ##
-
- Subject: Re: Imagine in the Movies
- Date: Fri, 5 Nov 1993 18:37:27 -0500 (EST)
- From: "David A. Rollins" <drollin@seq.cms.uncwil.edu>
-
- Hello Dale R Rogers,
- >
- > |
- > |The majority of Amiga users in Wilmington are using their Amigas for
- > |professional purposes.
- > |
- >
- > Is Imagine used on a regular basis for your projects?
- >
- > Dale
-
- Yes, Imagine is what we use most. We also use Lightwave via the
- Newtek VideoToaster when Imagine just cannot get the job done.
- We also use Caligari via the IV24 system.
-
- AdPro and Glenn Lewis' T3DLIB also are essential tools.
-
-
-
- ##
-
- Subject: Imagine on film
- Date: Fri, 05 Nov 93 23:08:58
- From: greg.tsadilas@hofbbs.com
-
- Imagine and "Beauty and the Beast"
-
- In a conversation with Mike Halvorson of Impulse, It was brought to my
- attention that Imagine played an integral part in coreographing, defining the
- character's positions, dance sequences, camera angles, etc.
- To what degree the finished sequence includes Imagine output was not
- discussed.
-
- Hopefully this reinforces or clears up my last posting.
-
- GreG tsadilas
- greg.tsadilas@hofbbs.com
-
-
-
- ##
-
- Subject: Nothing about 3.0 or upgrades
- Date: Sat, 6 Nov 1993 14:55:36 -0600 (CST)
- From: Peter Garza <pmgarza@ccwf.cc.utexas.edu>
-
- Well I'm nice and toasty against the cold from all the warm fires
- about the AF issue. Anyway...
-
- I was wondering if anyone has tried to make a non-texture, somekind of
- texture or brushmap that will fade out any other textures and let the
- original values of the objects show through. Maybe something that
- takes the Fade setting in Essence textures to zero in some pattern.
- Hmm, maybe an example would be better.
-
- Say I want a spot of diamonddeck with a little rust (fractal color)
- which flattens out to a certain radius. Sortof like using ringsm to
- flatten the diamonddeck and fade out the rust, so the rest of the
- object is left with the original attributes given.
-
- If that's clear, is there anything like this on Essence II (kick
- myself for not getting it yet) or Essence Pro? Thanks for any
- responses.
-
- Peter Garza
- pmgarza@ccwf.cc.utexas.edu
-
-
- ##
-
- Subject: Comments on Imagine 2.9 ?
- Date: Mon, 8 Nov 1993 01:21:11 +1100 (EST)
- From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
-
- So, has anyone received it yet ? Either PC or Amiga ? Comments ?
-
- Nik.
-
-
-
-
- ##
-
- Subject: Re: Comments on Imagine 2.9 ?
- Date: Sun, 7 Nov 1993 09:47:59 -0600 (CST)
- From: Cliff Lee <cel@tenet.edu>
-
- On Mon, 8 Nov 1993, Nikola Vukovljak wrote:
-
- > So, has anyone received it yet ? Either PC or Amiga ? Comments ?
-
- I had expected to recieve it already. From the list, I thought the PC
- version had gone out Tuesday. Maybe not?!? I have not recieved it yet.
-
- -=-=-=-=-=-=-=-=-=-=-=-=-
- Cliff Lee
- cel@tenet.edu
- "Everything will work out if you let it!" Cheap Trick
-
-
-
- ##
-
- Subject: New User-PC Version
- Date: Sun, 7 Nov 1993 12:54:30 -0800 (PST)
- From: Mark Boulding <boulding@well.sf.ca.us>
-
- Just wanted to say hello to everyone, make an observation, and ask a question.
- I am a new user of Imagine 2.0 for the PC, and have already spent many
- hours burning the midnight oil doing a simple logo animation for a corporate
- affiliate of the firm I work for.
-
- The observation is that this seems to be a pretty flame intensive mailing
- list.
- Shouldn't we all be helping each other with this powerful (but difficult)
- software, rather than expending so much bandwidth on mutual recriminations?
- After all, this isn't some newsgroup...
-
- The question is, do the Essence packages work with Imagine-PC? I have an
- Amiga 2000HD and Cross-DOS, so I could easily copy the binaries from one
- machine to the other.
-
- I'm amazed at how much Imagine-PC makes my PC look like an Amiga, and I'm
- anxiously awaiting 2.99 (or whatever they're calling it now).
-
- Mark
-
- --
- +===================================================================+
- | Mark Boulding c/o FB&T | Internet: boulding@well.sf.ca.us |
- | 750 17th St., NW, Ste. 1100 | CIS: 72401,2400 Prodigy: TDRC42A |
- | Washington, DC 20006 | AOL: boulding GEnie: M.BOULDING |
- +===================================================================+
-
-
-
- ##
-
- Subject: Re: Imagine in the Movies
- Date: Sun, 7 Nov 93 13:10:30 PST
- From: Joey_F_Jarman@cup.portal.com
-
- My name is Joey Jarman and there have been a few posts recently about myself
- using Imagine for film and television productions in Wilmington, NC.
-
- Since there is a few inaccurate statements here and there, I will describe
- what I am doing with Imagine (that is the purpose of the IML, isn't it?)
- and disregard the personal comments.
-
- Some background for those that care:
- I have been running a 9 to 5 business for almost 4 years earning every dollar
- from 3D animation and special effects for the film and television industry.
- I have been involved in computer graphics for over 15 years and have a B.S.
- in computer science (big deal). I know several languages fairly well and
- have written some of my own 3D routines on the Amiga and SG platform.
- I primarily use Imagine for modeling and animation (the point of this post).
-
- Some recent credits include:
- "Radioland Murders" which is currently still under production, "The Young
- Indiana Jones Chronicles," "Lovejoy Mysteries," and (8) Recycling commercials
- that were complete 30 second spots done entirely with Imagine. I also did
- some legal demonstration animations of nuclear fuel rod extrusion and nuclear
- rod reaction for General Electric, a 30 second, animated fair spot that won a
- couple of awards, a few program intros, the typical lawyer commercials,
- flying logos, blah, blah, blah.
-
- As Setzer posted earlier, I am currently working on a feature film called
- "Radioland Murders" created by George Lucas and set in the 1930's. The
- producer sent Industrial Light and Magic, Western Images, and myself a test
- project to see if there would be some practical applications for using 3D
- animation.
-
- The project consisted of inputting sets into the computer and rendering
- perspective animations for the production designer (Gavin Bocquet) to use.
- They were able to save money by moving walls, changing windows, testing color
- schemes, etc. before the sets were actually built. I created over 52Mb
- of original 1930's set interiors and exteriors including an auditorium with
- almost 50 seats, suspended control booths, working doors, a revolving stage,
- human figures for scale, etc. There were over 100,000 edges and 22 light
- sources in this scene alone. This was not just an auditorium interior either.
- There was an Executive Corridor with glass brick lighting effects, stainless
- molding and corner treatments, working doors, skylights, etc. There was also
- a Public Corridor, a Viewing Corridor, a Workers' Corridor and more. All on
- multiple levels with stairs connecting the various levels. I also created an
- entire city with over 20 city blocks of buildings. The centerpiece was a 25
- story Radio Tower with over 50,000 edges worth of detailed 1930's styling.
-
- Needless to say this was a challenge for one person to take on but I felt
- confident with Imagine and was not about to turn down a chance to 'one
- up' the big boys.
-
- This stuff must be EXACTLY to scale and rendered in 2.35:1 aspect for film.
- Not to mention 18-20 hour/6-7 days a week to meet the production schedule.
- After inputting the sets, Gavin would come to my office for about 2 hours
- at a time to pick camera angles and positions for the shots used in the
- film. We also worked out some key angles for some special effects, and
- stunts. I created over 10,000 frames of animation for which part was used
- here at the studios and part was sent back to ILM for constructing the matte
- and CG shots. I am proud to say that I was the only one of the three
- companies to complete the project.
-
- I did get the opportunity to meet George Lucas. I had a meeting together
- with the producer, the director, the production designer, myself, and George.
- He was impressed with my work and was very complimentary. He even suggested
- some new ideas for using these techniques. He did ask what machine I was
- using and seemed surprised when I told him I used several networked Amigas.
-
- The producer is very excited about this new technique and has asked me to
- work on 4 other projects as well. I'm not permitted to say what they are
- yet (use the force) but I believe it is safe to say that anyone invloved
- in graphics would give their eye teeth to work on them. It is definitely
- beyond my wildest expectations.
-
- Working with this production has been a great experience. They have an
- incredible video room set up with a full blown THX sound system, full screen
- videoconferenceing in 24 bits (I got to see George Lucas sitting in his
- office in LA while the producer and he discussed the production, very
- impressive), and the latest portable computers and phone setups. They really
- put the new technology to use and it is fascinating to be a part of it.
-
- Well, that's my "What are you doing with Imagine?" update for now.
-
- Joey Jarman
- J&K Graphics
-
-
- ##
-
- Subject: Re: Comments on Imagine 2.9 ?
- Date: Sun, 7 Nov 1993 16:39:29 -0500
- From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- Assuming Imagine 2.9 is shipping, I would not expect to receive it right away.
- Impulse probably has tons of copies to ship and it would be unreasonable to
- expect them to get ALL the uprgrades orders out in a couple days.
-
- Jason K.
- CYBERNETIC EXPRESSIONS
-
-
- ##
-
- Subject: Re: New User-PC Version
- Date: Mon, 8 Nov 1993 08:03:20 -0800 (PST)
- From: Doug Kelly <dakelly@class.org>
-
- No, unfortunately Essence has to be rewritten to work on the PC. Last
- word we had from Steve Worley (correct me if this has changed, Steve!) was
- that they were working on the PC version.
-
- Since Impulse has reportedly rewritten Imagine so it won't use Essence
- textures in 3.0, I'm not sure what Apex is going to do now. Wait and see
- how they can rewrite Essence to work with 3.0, I'd guess.
- ------------------------------------------------------------------------------
- Doug Kelly Information Specialist First Consulting Group
- dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
-
- "The difference between genius and stupidity: genius has its limits."
- ------------------------------------------------------------------------------
-
-
-
-
-
-
- ##
-
- Subject: Re: New User-PC Version
- Date: Mon, 8 Nov 93 17:28:16 GMT
- From: glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
-
- >>>>> "Doug" == Doug Kelly <dakelly@class.org> writes:
-
- Doug> No, unfortunately Essence has to be rewritten to work on the PC.
- Doug> Last word we had from Steve Worley (correct me if this has
- Doug> changed, Steve!) was that they were working on the PC version.
-
- Doug> Since Impulse has reportedly rewritten Imagine so it won't use
- Doug> Essence textures in 3.0, I'm not sure what Apex is going to do
- Doug> now. Wait and see how they can rewrite Essence to work with
- Doug> 3.0, I'd guess.
-
- Right on the money, on both paragraphs. The Essence-PC port
- has been extremely challenging... nothing to report yet. :-(
-
- -- Glenn
-
-
-
- ##
-
- Subject: I got mine...
- Date: Mon, 8 Nov 1993 15:39:14 -0600 (CST)
- From: Cliff Lee <cel@tenet.edu>
-
- I got the PC version of 2.9 in my hands. I have not loaded it yet, but
- have noticed that there is a typo on the 1st page of the pre-release
- manual. It says "IMAGINE 2.0 Pre Release Manual". Should read "IMAGINE
- 3.0 Pre Release Manual". Lets hope this is not an indication of "quality"
- of the rest of the package.
-
- -=-=-=-=-=-=-=-=-=-=-=-=-
- Cliff Lee
- cel@tenet.edu
- "Everything will work out if you let it!" Cheap Trick
-
-
-
-
- ##
-
- Subject: From the Document enclosed with 2.9
- Date: Mon, 8 Nov 1993 15:52:57 -0600 (CST)
- From: Cliff Lee <cel@tenet.edu>
-
- "Here are some of the features that are not included in this version and
- WILL be in the next version.
-
- BONES
- KINEMATICS
- IMPROVED ANTIALIASING
- NEW LIGHT SOURCES WITH IMPROVED SHADOWS
- SHADOW MAPPING
- NEW STAGE and ANIMATION TOOLS
-
- Remeber that this is only a short lived situation that will be taken care
- of very soon"
-
- There is also a section called "SPECIAL NOTE" which details an anual
- service fee of $100/year to get continual updates (defined as 4/year)
- instead of the single BIG upgrade that hold everything up.
-
-
- -=-=-=-=-=-=-=-=-=-=-=-=-
- Cliff Lee
- cel@tenet.edu
- "Everything will work out if you let it!" Cheap Trick
-
-
-
-
- ##
-
- Subject: Re: From the Document enclosed with 2.9
- Date: Mon, 8 Nov 93 14:29:17 PST
- From: Byrt Martinez <martinez@srcsvr.cup.hp.com>
-
- content-type:text/plain;charset=us-ascii
- mime-version:1.0
-
- >There is also a section called "SPECIAL NOTE" which details an anual
- >service fee of $100/year to get continual updates (defined as 4/year)
- >instead of the single BIG upgrade that hold everything up.
-
- Gee, do you think it's a years subscription to Amiga Format? ::Ducking::
-
-
- --
- @******************************************************************************@
- * "When you point your finger 'cause your *
- * Byrt Martinez plan fell through, you've got 3 more *
- * - Non-Christian 8^P fingers pointing back at you." *
- * (Fred 12:45) - Dire Straits *
- * *
- * martinez@srcsvr.cup.hp.com, byrt@shell.portal.com *
- @******************************************************************************@
-
-
-
-
- ##
-
- Subject: Re: From the Document enclosed with 2.9
- Date: Mon, 8 Nov 93 20:56:43 EST
- From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
-
- >
- > "Here are some of the features that are not included in this version and
- > WILL be in the next version.
- >
- > BONES
- > KINEMATICS
- > IMPROVED ANTIALIASING
- > NEW LIGHT SOURCES WITH IMPROVED SHADOWS
- > SHADOW MAPPING
- > NEW STAGE and ANIMATION TOOLS
- >
-
- Hmmm... These are all of the features I've been waiting for in 3.0.
- So what exactly is in 2.9 that isn't in 2.0??? I'm real curious. If
- 2.9 mearly gives me a working slice I'll be extremely disappointed
- as I fear that it will be quite some time before the official 3.0 is out.
- So please Cliff, let us know what is new in 2.9 while we wait.
-
-
- > Remeber that this is only a short lived situation that will be taken care
- > of very soon"
-
-
- | Hey Beavis. Essence-II's Crumpled texture
- steve lombardi | really KICKS ASS. Mhhh huh. Yea. And those space
- stlombo@acm.rpi.edu | textures don't suck either. Huh.
- | -From a really new Beavis and Butthead
- >
-
-
-
- ##
-
- Subject: Re: I got mine...
- Date: Tue, 9 Nov 1993 17:26:22 +1100 (EST)
- From: Nikola Vukovljak <nvukovlj@ucc.su.oz.au>
-
- On Mon, 8 Nov 1993, Cliff Lee wrote:
-
- > I got the PC version of 2.9 in my hands. I have not loaded it yet, but
- > have noticed that there is a typo on the 1st page of the pre-release
- > manual. It says "IMAGINE 2.0 Pre Release Manual". Should read "IMAGINE
- > 3.0 Pre Release Manual". Lets hope this is not an indication of "quality"
- > of the rest of the package.
- >
- Ah, but we've grown to expect 'inventive' English use from Impulse, not
- to mention their lovely manuals. :-)
- I really hope that the new manual will be written by someone literate.
- Why they didn't just get Steve Worley to do it is beyond me.
-
- Never mind. Looking forward to 'Understanding Imagine 3.0'. :-)
-
- Nik.
-
-
-
-
- ##
-
- Subject: Re: From the Document enclosed with 2.9
- Date: Tue, 9 Nov 1993 17:32:07 +1100 (EST)
- From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
-
- On Mon, 8 Nov 1993, Cliff Lee wrote:
-
- > "Here are some of the features that are not included in this version and
- > WILL be in the next version.
- >
- > BONES
- > KINEMATICS
- > IMPROVED ANTIALIASING
- > NEW LIGHT SOURCES WITH IMPROVED SHADOWS
- > SHADOW MAPPING
- > NEW STAGE and ANIMATION TOOLS
- >
- > Remeber that this is only a short lived situation that will be taken care
- > of very soon"
-
- I'd hope so. What is new ? These sund like all the major features that
- 3.0 was supposed to have. So, are particle system and brushtacking
- present ?
-
- >
- > There is also a section called "SPECIAL NOTE" which details an anual
- > service fee of $100/year to get continual updates (defined as 4/year)
- > instead of the single BIG upgrade that hold everything up.
- >
- Owners of Image Master stand up. Does this sound like Black Belt or what ?
- :-)
-
- Nik.
-
-
-
-
- ##
-
- Subject: RE:New User-PC Version
- Date: Tue, 09 Nov 93 09:54:37 TUR
- From: Erdem ERTAN <E73412@vm.cc.metu.edu.tr>
-
- --Is it possible to use Essence in PC?
- At last a question I can answer.
- I think it is impossible.As I am a coder on Amiga,I usually look the
- codes or structure of the datas.Essence textures are working like small
- codes.They have their own hunk table and data structure(Also the code in
- it is for 680x0 assembler not 80x86 based machines).So it is impossible
- to use AMIGA vesion Essence in PC.Try to use Amiga.
- ------------------------------------------------------------------------
- - ERDEM ERTAN E73412@vm.cc.metu.edu.tr -
- ------------------------------------------------------------------------
-
-
- ##
-
- Subject: Slice
- Date: Tue, 09 Nov 93 10:03:52 TUR
- From: Erdem ERTAN <E73412@vm.cc.metu.edu.tr>
-
- Hello to all guys||
- As I am new on this mailing list,I didnt know if this is written
- before,but if it didnt I think this can be useful for everyone.
- When I first learn about Imagine,I read the book 'Understanding
- Imagine 2.0 '.In this book,It says that when error 2 is occured while
- using slice command,try to move the objects a little bit and try again
- and if it doesnt work try to find another way.Here I found another way:
- When slice command doesnt work,first select the smallest objects that
- will slice the large object.Then enter pick faces mode and select the
- faces that intersects the other object,then use the fracture command.
- Then try slice command again and now it works.
- Maybe this info will be useless in Imagine 3.0 ,but it is still
- useful for Imagine 2.0 users.
-
- -----------------------------------------------------------------------
- - ERDEM ERTAN e73412@vm.cc.metu.edu.tr -
- -----------------------------------------------------------------------
-
-
- ##
-
- Subject: Imagine pc-help
- Date: Tue, 09 Nov 93 02:17:11
- From: greg.tsadilas@hofbbs.com
-
- Ok fellow PC (and Amiga) Imagineers, lets see if you can help me...
-
- I created a group composed of 118 objects, 14,168 points, 35,697 edges and
- 21,852 faces. No textures, no brush maps, nothing, 'cept for many and many
- sharp defined edges.
-
- Problem: I cannot render the entire Image. Imagine apparently doesn't have
- enough memory to do it (I have 8 Meg in my machine). Both Im2.0 and Im2.9 will
- only render what it can (ie: about 1/3 of the total objects).
-
- Does Imagine require more memory? From the detail editor in Im2.9, after I
- load in the grouped objects, I have 4,013,080 Bytes Avail, and Largest Block is
- 4,012,944.
-
- P.S. I boot a clean system
-
-
- GreG tsadilas
- greg.tsadilas@hofbbs.com
-
-
-
- ##
-
- Subject: Re: Imagine pc-help
- Date: Tue, 9 Nov 1993 16:22:21 +0100
- From: <robin@robin.lausanne.sgi.com>
-
- On Nov 9, 2:17am, greg.tsadilas@hofbbs.com wrote:
- > Problem: I cannot render the entire Image. Imagine apparently doesn't have
- > enough memory to do it (I have 8 Meg in my machine). Both Im2.0 and Im2.9
- will
- > only render what it can (ie: about 1/3 of the total objects).
- >
-
- Are you doing a ray-traced image ?
- Be aware that all objects have to be in the limit of the world. So you could
- change (or add) Global axis (in the action editor) to something bigger than
- 1024x 1024y 1024z (as it is by default), shrink down all you scene or set the
- global axis to 0x 0y 0z, and so it will be figured to be big enough for your
- scene.
- Maybe, you have another problem, of course it is still possible...
-
- Robin
-
- --
- \|/
- @ @
- ---------------------------------------------------oOO-(_)-OOo-----------
- Robin Chytil, Staff Engineer Email: robin@lausanne.sgi.com
- Silicon Graphics Inc. Vmail: 5-9389
- Mediterranean Distribution Territory Tel: +41 21 6249737
- Lausanne, Switzerland Fax : +41 21 6259184
-
-
-
-
-
-
- ##
-
- Subject: Re: Imagine pc-help
- Date: Tue, 9 Nov 1993 13:06:18 +0100
- From: Peter Bugla <bugla@informatik.tu-muenchen.de>
-
- > I created a group composed of 118 objects, 14,168 points, 35,697 edges and
- > 21,852 faces. No textures, no brush maps, nothing, 'cept for many and many
- > sharp defined edges.
- >
- > Problem: I cannot render the entire Image.
- [stuff deleted]
- >
- > GreG tsadilas
- > greg.tsadilas@hofbbs.com
-
- Hi Greg,
- I'm working with I 2.0 - PC, and I think it's simply insufficient
- memory in terms of these cute little black ICs you plug in
- your rendering-engine :-).
- Up to now I have only 4 Meg in my PC so this problem happens
- more often. I can't even load some object into Detail e.g.
- the amazing 1701-D-Enterprise from Carmen Rizzollo (don't know if
- spelled correctly). When rendering things "at the edge of memory"
- lots of single faces are left out.
- If SIMMs were cheaper I would go for 20 Meg.
- (Anybody out there giving away free SIMMS? ;-) )
-
- Peter
- --------------------------------------------------------------------------------
- #include <disclaimer.h> " If architects built buildings the way
- programmers write programs the first
- woodpecker that came along would
- Peter Bugla destroy civilization "
- E-mail: bugla@informatik.tu-muenchen.de -- Murphy's Law of Computers
- --------------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: Comp Graphics
- Date: Tue, 09 Nov 93 09:55:59 EDT
- From: "Breno A. Silva" <INF02@BRUFSE.BITNET>
-
- I've been working with computer graphics in my town for 3 years and I'm
- doing quite well (at least that's what everybody tell me), and I used
- Imagine for a TV commercial. In fact I'd love to have used it in all the
- other 9999 animations I had to use Lightwave 'cause of its more practical
- way of achieving the effects (more interactivity in the stage editor,
- PLEASE! 3.0? :). Otherwise I HATE Lightwave's wireframe-only representa-
- tion. The solid view in the modeler helps, but is restricted to a moving
- (bouncing) representation, GKW (God-Knows-Why). I'll really love to get
- back to Imagine, if 3.0 was developed enough for my demands. By the way,
- I also prefer Caligari's interface. T's a shame so bad lightning and ab-
- solute lack of morphing, reflections and procedural textures.
- By the way, I'm considering to evaluate 3DS usefulness, for its
- extremely fast rendering, mainly of reflections. I know they are "reflec-
- tion maps" and not recursive, but for most of the use its quite enough,
- and if they are not in Imagine 2.9, they should be in Imagine 3.0.
-
- Breno A. Silva (INF02@BRUFSE.BITNET)
-
-
- ##
-
- Subject: Upgrade and Giveaway
- Date: Tue, 9 Nov 93 9:50:20 EST
- From: woovis@jcnpc.cmhnet.org (William V. Swartz)
-
- I too am a little disapointed that all the features I've been waiting for in
- 3.0 are not present in 2.9. But I am glad I haven't ordered it yet! The past
- has taught me to wait until some folks get new versions in their hands and
- comment on the functionality before taking my plunge. Ofcourse I'm not happy
- about the third party support products for Imagine being broken in 3.0 (ie.
- Essence) but if it is truly for progress than we should cope. Has anyone noted
- if ISL will still work with 3.0 (or 2.9) staging files? And has Impulse
- released the needed info to Worley and others? These, and billions of other
- questions can be yours!
-
- And speaking of questions, the Amiga Formatters are showing up in
- amiga.graphics and starting to ask all sorts of elementary things that the
- manual would have even answered. They even have the nerve to complain about
- the program! They'll discover us soon enough so I'm going back into hiding
- now.
-
- Keep the faith...
-
- //
- \X/ -BiL-
- woovis@jcnpc.cmhnet.org (See my 'Imagine'-ary signature below)
-
-
- ##
-
- Subject: Re: Imagine pc-help
- Date: Tue, 9 Nov 1993 07:14:53 -0800 (PST)
- From: Doug Kelly <dakelly@class.org>
-
- RAM is your problem. I've also got 8 megs, and can load LOTS more objects
- in the Detail Editor than I can render. Carmen Rizzolo's NCC-1701D is
- BEAUTIFUL, but I have to borrow a 16 Meg machine to render it.
-
- Even when you work within your RAM limits, be aware that successive frames
- in an animation will have progressively less RAM to work with. I don't
- know if this is sloppy cleanup on Imagine's part, but if I'm working near
- the limit, I have to reboot my system (or at least quit Imagine and
- restart it) to make sure ALL my RAM is available. For animations, this
- sometimes means that the last object loaded will disappear in the course
- of the animation. The only work-around I've found is to render each frame
- alone, rebooting for each rendering, then create the animation from the
- finished frames. Kinda defeats the purpose of the Project Editor, doesn't it?
-
- Any suggestions on fixing this would be greatly appreciated. I've had
- this problem since Turbo Silver.
- ------------------------------------------------------------------------------
- Doug Kelly Information Specialist First Consulting Group
- dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
-
- "The difference between genius and stupidity: genius has its limits."
- ------------------------------------------------------------------------------
-
-
-
-
- ##
-
- Subject: Pc Version - 2.9
- Date: Tue, 9 Nov 1993 09:18:23 -0800 (PST)
- From: Mark Boulding <boulding@well.sf.ca.us>
-
- Thanks for the responses on the Essence textures for Imagine-PC.
-
- Does anyone know if Imagine 2.9 PC is shipping? Or is it just the Amiga
- version?
-
- Mark
-
- --
- +===================================================================+
- | Mark Boulding c/o FB&T | Internet: boulding@well.sf.ca.us |
- | 750 17th St., NW, Ste. 1100 | CIS: 72401,2400 Prodigy: TDRC42A |
- | Washington, DC 20006 | AOL: boulding GEnie: M.BOULDING |
- +===================================================================+
-
-
-
- ##
-
- Subject: Re: Imagine pc-help
- Date: Tue, 9 Nov 93 09:30:11 PST
- From: 09-Nov-1993 1312 <leimberger@marbls.enet.dec.com>
-
- Subj: Re: Imagine pc-help
- Doug,
- On the amiga (I have an 18meg 4000) you can have an arexx script
- watch the directory, and as it sees an image completed it
- converts the frame to DCTV, or Jpeg thus freeing up disk space.
- I really don't know how much ram is needed to render Carmen's
- object though. The dos boxs must have virtual memory support
- from someone. This may be the way to go.
- In all honesty I never paid much attention to Imagine's memory use.
- I often have Imagine. Pixel3d pro, ADPro and depaint loaded and seldom
- have memory problems. I'll have to load the NCC-1701D again to see
- what it uses for ram. Would one expect a different usage between the
- PC, and Amiga versions ? Is windows or anything like that loaded while
- your runnung imagine ?
-
- bill
-
-
- ##
-
- Subject: Rend24
- Date: Tue, 9 Nov 93 13:16:10 -0600
- From: tes@killerbee.jsc.nasa.gov (Tom Smith)
-
- I keep hearing about how great Rend24 is. But it's location seems to be the
- Amiga community's best kept secret. If anyone has it could they upload it
- to an wuarchive or something? Or let me know where I can find a copy. Thanks.
-
- Tom Smith
-
-
- ##
-
- Subject: Re: Imagine pc-help
- Date: Tue, 9 Nov 1993 13:06:11 -0600 (CST)
- From: Schumacher Gordon C <gschumac@ux4.cso.uiuc.edu>
-
- > I often have Imagine. Pixel3d pro, ADPro and depaint loaded and seldom
- > have memory problems. I'll have to load the NCC-1701D again to see
- > what it uses for ram. Would one expect a different usage between the
- > PC, and Amiga versions ? Is windows or anything like that loaded while
- > your runnung imagine ?
-
- Yes! The IBM and Amiga have very different memory usage comarisons.
- The minimum configuration on an IBM to do *anything*, much less graphics
- is 4MB. I have 3MB on my A3000 and am working just fine, doing image
- processing, Imagine, and the whole bit. I would guess this is about
- equivalent to an 8MB IBM.
-
- There's just something about the way Windoze and its apps handle memory...
- --
- Gordon Schumacher
-
- /-------------------------------------------------------------------\
- | Champaign- "We apologize for the inconvenience." _@_ |
- | Urbana -HHGTTG / \ |
- | kilroy was here | o o | |
- \-------------------------------------------------------U|--U--|U---/
-
-
- ##
-
- Subject: Imagine 2.9
- Date: Tue, 9 Nov 93 15:25:04 PST
- From: dgb@cup.portal.com
-
- OK, so I hear that Imagine 2.9 doesn't have all of the features of 3.0...
-
- Does 2.9 have a working SLICE command? Not having a working boolean
- cutting operator is my worst hangup with 2.0......
-
-
- ##
-
- Subject: Imagine pc-help
- Date: Tue, 9 Nov 1993 17:03:00 -0500
- From: roy.park@canrem.com (Roy Park)
-
- >Problem: I cannot render the entire Image. Imagine apparently doesn't have
- >enough memory to do it (I have 8 Meg in my machine). Both Im2.0 and Im2.9 will
- >only render what it can (ie: about 1/3 of the total objects).
-
- Solution: Get more memory.
-
- It's something that you just NEED... can't help you much there... UNLESS you
- want to use VERY SLOW virtual memory.
-
- Currently, I have 14 MB RAM on my system and sometime I run out of memory doing
- some raytracing with Imagine. I'll probably get some more when the RAM price
- drops in the future.
-
- >GreG tsadilas
- >greg.tsadilas@hofbbs.com
-
- ---------------------------------------------------------------
- |Roy Park | C= // A3000@25Mhz-14.4HST-2MBPicassoII|
- |roy.park@canrem.com | // DM3024-ST296N-LP240S-LP240S-LP105S|
- |rkpark@io.org | \X/ ViewSonic17-2MBChip/12MBFast-Emplant|
- ---------------------------------------------------------------
-
-
-
-
- ##
-
- Subject: Re: Imagine pc-help
- Date: Tue, 9 Nov 1993 18:38:12 -0600 (CST)
- From: Schumacher Gordon C <gschumac@ux4.cso.uiuc.edu>
-
- > Windows, what does THAT have anything to do with Imagine! This is not a
- > "Windoze" problem - it's the memory manager Impulse uses on the PC, MSDOS
- > and whatever other TSR's are running. I don't think you can even run
- > Imagine when Windows is running, or in a DOS box under Windows. I've heard
- > problems when trying to do so.
-
- You mean Imagine PC *isn't* a Windows app?! My apologies. I thought
- that nobody *wrote* things that ran under DOS anymore...
-
- > The issue with memory on the PC you are referring to is not Windows' fault,
- > but a limitation of MSDOS and backward compatibility, i.e. 8086 support,
- > 640K conventional memory, etc. With NT, this problem is gone since the
- > full power of the protected mode in '386, '486 chips can be exploited and
- > take advantage of the linear memory address space.
-
- Yes, this is true, but it's also that IBM software programmers never
- seemed to realize that writing code to conserve memory is a good idea...
- at least not after you could access anything above 640K at all...
-
- And yes, I definitely think NT is a big step in the right direction!
-
- *I AM NOT AN AMIGA BIGOT* ;)
-
- There are things that I like/dislike about all three (Amy, Mac, IBM)
- machines.
- --
- Gordon Schumacher
-
- /-------------------------------------------------------------------\
- | Champaign- "We apologize for the inconvenience." _@_ |
- | Urbana -HHGTTG / \ |
- | kilroy was here | o o | |
- \-------------------------------------------------------U|--U--|U---/
-
-
- ##
-
- Subject: Re: Imagine pc-help
- Date: Tue, 9 Nov 93 17:55:09 MST
- From: pringleg@cuugnet.cuug.ab.ca (Greg Pringle)
-
- > > I often have Imagine. Pixel3d pro, ADPro and depaint loaded and seldom
- > > have memory problems. I'll have to load the NCC-1701D again to see
- >
- > Yes! The IBM and Amiga have very different memory usage comarisons.
- > The minimum configuration on an IBM to do *anything*, much less graphics
- > is 4MB. I have 3MB on my A3000 and am working just fine, doing image
- > processing, Imagine, and the whole bit. I would guess this is about
- > equivalent to an 8MB IBM.
-
- I have a 6 meg amiga, and have tried imaginepc on a 8 meg IBM, and
- I'd have to disagree.. 3mb on an amiga is nowhere close to loading
- in the big enterprise object BTW. I don't think I can render it with 6
- megs unless I use virtual memory. From what I have seen, it looks like
- imagine PC is a pretty straight port, and I can't see them using
- different data structures for the objects.
-
- > There's just something about the way Windoze and its apps handle memory...
-
- Imagine won't run under windows.. if it did, you could use window's built
- in virtual memory and not have the problem in the first place. Of course,
- this also means you have to quit imagine to load up a paint program, then
- quit the paint program to load imagine.. does anyone know if imagine pc
- will run with OS2, WindowsNT? Would this allow virtual memory?
-
- Greg
-
- (of course, then I'd have to get more memory to run OS2.. B^)
-
-
- ##
-
- Subject: re:Imagine pc-help
- Date: Tue, 9 Nov 1993 20:14:56 -0500 (EST)
- From: kingb@echonyc.com (Andrew McDonald)
-
- > The minimum configuration on an IBM to do *anything*, much less graphics
- > is 4MB. I have 3MB on my A3000 and am working just fine, doing image
- > processing, Imagine, and the whole bit. I would guess this is about
- > equivalent to an 8MB IBM.
- >
- > There's just something about the way Windoze and its apps handle memory...
- > --
- > Gordon Schumacher
-
-
- Imagine *does* not run if Windows is loaded, so you can forget that
- theory. I always ran out of memory when my 3000 had only 4 megs, 16 seems
- to be the minimum for complex 3d scenes.
-
- Still, even with the occasional crash, Imagine-PC renders so fast, I don't
- care. Haven't seen any of the mentioned problems with decreasing ram
- during multi-frame renderings. Just finished my 10th fifteen second anim
- without a hitch.
-
- If only Imagine would co-exist with a Novell network.....
-
- Andrew - obligatory boring signature, feel free to add useless blanks.
-
-
- ##
-
- Subject: Re: Imagine pc-help
- Date: Tue, 9 Nov 1993 19:48:53 -0600 (CST)
- From: Schumacher Gordon C <gschumac@ux4.cso.uiuc.edu>
-
- > Nope, I'm running bare-bones DOS, nothing in the background, just Imagine.
- > I have the same problem on both the PC AND the Amiga.
- >
- > Imagine is just a RAM-hog, IMHO.
-
- *Any* 3-D package hogs memory... just like any image processor...
- they're just memory-intensivce sorts of things.
- --
- Gordon Schumacher
-
- /-------------------------------------------------------------------\
- | Champaign- "We apologize for the inconvenience." _@_ |
- | Urbana -HHGTTG / \ |
- | kilroy was here | o o | |
- \-------------------------------------------------------U|--U--|U---/
-
-
- ##
-
- Subject: Re: Imagine pc-help
- Date: Tue, 9 Nov 1993 20:33:17 -0600 (CST)
- From: Daniel Jr Murrell <djm2@Ra.MsState.Edu>
-
-
- > Still, even with the occasional crash, Imagine-PC renders so fast, I don't
- > care. Haven't seen any of the mentioned problems with decreasing ram
- > during multi-frame renderings. Just finished my 10th fifteen second anim
- > without a hitch.
- >
-
- Dunno about the PC version, but Amiga Imagine has a setting for
- controlling the amount of RAM used during multi-frame rendering. It
- stores however many frames you specify so that it can calculate the
- deltas for anims properly. It speeds up ANIM rendering, but if you
- don't have enough RAM, then set the number of screens low, like 2 or
- 1. I believe the setting is NUMS.
-
- I'm not exactly sure if this is the problem with whoever first asked,
- but it's what I would check first.
-
- Dan
- djm2@ra.msstate.edu
-
-
-
- ##
-
- Subject: Imagine pc-help
- Date: Tue, 09 Nov 93 22:40:00
- From: greg.tsadilas@hofbbs.com
-
- Thanks to all that confirmed that I lacked sufficient memory to render my
- 181 object (corrected number) file.
-
- Something I also learned is that Scanline mode takes up much more memory
- than ray TRACE mode. This temporarily solves my problems. I also learned
- from Mike Halvorson that each point in an object occupies about 250 bytes
- worth of descriptive data structures.
-
- Thought I'd share the following message with you, I'll withhold the
- senders address.
-
-
- >>Ok fellow PC (and Amiga) Imagineers,
-
- >Just making this distinction powers up my MEGA FLAME mode.We are all Imagine
- >users. I'm not in the greatest of moods this morning but will hold back
- >the mega flame this time. Next time you'd better be wrapped in asbestos.
-
- Ahem, I know we are all "Imagine users" but we are not all using the same
- machine. Imagine is new to the PC, so if another PC user has/had the same
- problem and has rectified it _they_ would be better qualified to answer my
- question.
- I've used Silver back when it was in alpha version with only primitive
- sphere, plane & triangle, through to Turbo Silver (yes I own 2 Amiga's)
- and never had this happen with far less memory than I have now, so it
- seemed odd to me.
- So if the opening to my question set you off, flame away next time. It
- seems you look for anything to set you ablaze.
-
- >Anyway, YES, you need more memory. Imagine won't tell you that, it
- >will just render what it can.
-
- Thank you. This should have been the only content of your reply.
-
- >But before you run out to buy more memory perhaps you can tell me why you
- >have so many objects with so many points? You could probably do what you
- >want with the memory you have just by going about it a different way.
-
- Because when I create an object I create it highly detailed. There is
- no other way to create it, brushmaps won't do it, textures won't do it,
- what else is there? Any non-flamatory suggestions would be welcomed.
-
- To anyone who is wondering what the object in question is/are, it's
- called the "AFS-mk I", which stands for "ARMOURED FIGHTING SUIT-mark 1".
- Basically it's a motorized exoskeleton that one climbs into for protection
- during combat. This is a whim of mine, nothing I'm working on for anyone
- but myself.
-
- Again,thanks to all the replies.
-
-
- GreG tsadilas
- greg.tsadilas@hofbbs.com
-
-
-
-
- ##
-
- Subject: Twist and Shout...
- Date: Tue, 9 Nov 1993 23:34:18 -0600 (CST)
- From: Cliff Lee <cel@tenet.edu>
-
- I've finally had some time to play with Imagine 2.9. Some nice stuff.
- The real time graphics in the perspective window is nice.
-
- I love the deformations. There is twist, bend, pinch, taper, stretch, and
- shear. Thats the good news. The bad news is that they don't all work.
- At least for me. Maybe I'm screwing something up?!? OK here the deal...
- Create a Cylinder. Transform the axis to scale the z axis to the full
- length of the cylinder. Select it, then try the bend command.
- Interactively the bounding box is transformed nicely. Things "look"
- encouraging. Click on OK. Object snaps back to its original shape. :(
-
- I have got the twist, shear, stretch, pinch, and taper to work, but no go
- on the bend.
-
- One of the biggest dissapointments with Imagine 2.0 PC was the total lack
- of textures. I believe that 8 were shipped with it orignially. And no
- Essence for the PC. Imagine 2.9 has MANY textures. A nice refreshing
- change for PC users. I'm still investigating. Trying multiple in
- combination. DINOSKIN, WORMVIENS, STAINGLAS are neato!
-
- Looks like Particles are included, but I've not tried it yet. Says in the
- document that comes with it: "Particles F/X only works on objects for the
- moment. In the next version of IMagine you will be able to do this to any
- object in the group".
-
- If I'm babbling on about things that everyone knows, let me know...
-
- -=-=-=-=-=-=-=-=-=-=-=-=-
- Cliff Lee
- cel@tenet.edu
- "Everything will work out if you let it!" Cheap Trick
-
-
-
-
- ##
-
- Subject: PAR question
- Date: Tue, 9 Nov 93 23:15:18 CST
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- I know that one of the outputs of the DPS PAR is NTSC composite.
- Does this mean I can output a signal to my video monitor on my
- television? I would also like to record test animations to my
- VHS recorder. Is this possible?
-
- Dale
-
- ____________________________^____________________________
- dale r. rogers
-
- Intergraph Corporation
- Building Design & Management MailStop: LR24A4
- drrogers@b24a.b24a.ingr.com Tel: (205) 730-8294
- .
-
-
- ##
-
- Subject: Re: Twist and Shout...
- Date: Wed, 10 Nov 1993 00:26:48 -0600 (CST)
- From: Daniel Jr Murrell <djm2@ra.msstate.edu>
-
- > I love the deformations. There is twist, bend, pinch, taper, stretch, and
- > shear. Thats the good news. The bad news is that they don't all work.
- > At least for me. Maybe I'm screwing something up?!? OK here the deal...
- > Create a Cylinder. Transform the axis to scale the z axis to the full
- > length of the cylinder. Select it, then try the bend command.
- > Interactively the bounding box is transformed nicely. Things "look"
- > encouraging. Click on OK. Object snaps back to its original shape. :(
- >
- > I have got the twist, shear, stretch, pinch, and taper to work, but no go
- > on the bend.
-
- Oooooh! This sounds really good. I can't wait til I get my Amiga
- version. Hmm. Think about what you're trying to do. Can you really
- bend a cylinder, when there's no points in the middle of the faces?
- Maybe it should work, but it sounds like you're using the wrong kind
- of object. Try this: make a vertical line, with many points in the
- line. Sweep it around the axis to make a tube. THEN try the bend
- transform. (Assuming it wasn't really disabled) It should then bend
- properly, since it actually has points to bend around.
-
- >
- > One of the biggest dissapointments with Imagine 2.0 PC was the total lack
- > of textures. I believe that 8 were shipped with it orignially. And no
- > Essence for the PC. Imagine 2.9 has MANY textures. A nice refreshing
- > change for PC users. I'm still investigating. Trying multiple in
- > combination. DINOSKIN, WORMVIENS, STAINGLAS are neato!
- >
- > Looks like Particles are included, but I've not tried it yet. Says in the
- > document that comes with it: "Particles F/X only works on objects for the
- > moment. In the next version of IMagine you will be able to do this to any
- > object in the group".
-
- Wow. Imagine is starting to sound more like Wavefront every day. :)
- Ok, more KINDA like Wavefront. (I do use Wavefront at work, so I know
- what I'm talking about :)
-
- > If I'm babbling on about things that everyone knows, let me know...
-
- How would we know without folks like you giving us reports? :)
-
- Danimal
- djm2@ra.msstate.edu
-
-
-
- ##
-
- Subject: Re: Twist and Shout...
- Date: Wed, 10 Nov 1993 00:57:05 -0600 (CST)
- From: Cliff Lee <cel@tenet.edu>
-
- On Wed, 10 Nov 1993, Daniel Jr Murrell wrote:
-
- > > I have got the twist, shear, stretch, pinch, and taper to work, but no go
- > > on the bend.
- > version. Hmm. Think about what you're trying to do. Can you really
- > bend a cylinder, when there's no points in the middle of the faces?
-
- OK, so I tried it with a plane instead. This time I got it work. I am by
- no means, an expert at this. Major learning curve parity bit ON.
-
- Thanks for the advice.
-
- -=-=-=-=-=-=-=-=-=-=-=-=-
- Cliff Lee
- cel@tenet.edu
- "Everything will work out if you let it!" Cheap Trick
-
-
-
- ##
-
- Subject: Re: Imagine pc-help
- Date: Wed, 10 Nov 1993 18:25:41 +1100 (EST)
- From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
-
- On Tue, 9 Nov 1993 greg.tsadilas@hofbbs.com wrote:
-
- >
- > Ok fellow PC (and Amiga) Imagineers, lets see if you can help me...
- >
- > I created a group composed of 118 objects, 14,168 points, 35,697 edges and
- > 21,852 faces. No textures, no brush maps, nothing, 'cept for many and many
- > sharp defined edges.
- >
- > Problem: I cannot render the entire Image. Imagine apparently doesn't have
- > enough memory to do it (I have 8 Meg in my machine). Both Im2.0 and Im2.9 will
- > only render what it can (ie: about 1/3 of the total objects).
- >
- > Does Imagine require more memory? From the detail editor in Im2.9, after I
- > load in the grouped objects, I have 4,013,080 Bytes Avail, and Largest Block is
- > 4,012,944.
- >
- > P.S. I boot a clean system
- I have found that you would need about 12 Meg to render a scene with
- about 20000 faces. This is on the Amiga. The PC version seems to be a bit
- more memory hungry (needs minimum 4M to run) so you may find that you
- need even more than 12M.
-
- Nik.
-
-
-
-
- ##
-
- Subject: Twist and Bend w/ IM2.9
- Date: Wed, 10 Nov 1993 10:39:42 -0600 (CST)
- From: Cliff Lee <cel@tenet.edu>
-
- OK, so I've got the Twist to work, and the bend to work. But not
- together. I took a disk made from 4 points (a square really) and removed
- the middle point. Extruded it to a lenght of 100 with 20 section. Nice
- square tube. Now I transform my Axis to force the Z axis to extend along
- the axis of the tube (and extend to at least the end of the object). Use
- the twist command. It works. Nice. Undo that. Now use the Bend
- Command. Nice. Now try to Twist it after you Bent it. Nada. What I was
- trying to do was to creat a twisting arch.
-
- Interesting thing about bend is that the endpoint of the object don't
- move. From a strucutral engineering standpoint you would say that the
- ends were fixed with respect to rotation and translation. It would be
- nice to allow the end point to rotate so that the base of the object is
- perpindicular to the central axis. But hey, they just get his out and I'm
- whining for more... such is life.
-
- -=-=-=-=-=-=-=-=-=-=-=-=-
- Cliff Lee
- cel@tenet.edu
- "Everything will work out if you let it!" Cheap Trick
-
-
-
-
- ##
-
- Subject: Imagine Animation Speeds
- Date: Wed, 10 Nov 1993 11:10:53 -0500
- From: "Rob (R.D.) Hounsell" <hounsell@bnr.ca>
-
- Folks,
-
- What is the actual playback rate of the animation preview in the perspective
- view of the stage editor? If the speed control slider is set all the way to the
- right (fastest), is it meant to represent 30fps? (assuming ideal conditions
- i.e. no additional CPU load, etc.). I'd like to have some accurate method of
- determining the timing of a segment in the stage editor preview without actually
- rendering the thing in the project editor and then playing it (trial and error
- method).
-
- I'll ask the same question about playing Imagine-format animations from the
- project editor, if the animation was generated without a movie file. What is
- the default rate? Does the playback software in Imagine read the movie file? If
- so, why don't changes in the movie file come into effect until the next time
- the animation is generated? Are they somehow incorporated into the specs file,
- or in the anim.xxxx files themselves?
-
-
- Thx
- Rob
- --
- +-----------------------------------------------------------------------------+
- | Rob Hounsell BNR WAN: HOUNSELL@NMERH53 |
- | Team Leader: UNIX INTERNET: HOUNSELL@BNR.CA |
- | System Performance: PHONE: (613) 765-2904 |
- | Paradigm Club Design Team. Dept. PS27 ESN: 395-2904 |
- | Northern Telecom Public Switching |
- +-----------------------------------------------------------------------------+
-
-
- ##
-
- Subject: PAR connectors
- Date: Wed, 10 Nov 93 11:14:19 CST
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- Thanks for the responses I've gotten so far.
-
- Since now I know that it is possible to send the NTSC signal to my
- TV and/or VHS VCR (I thought that was the case), I guess my
- problem is concerning the cable from the PAR board to my VCR/TV.
-
- The output of the PAR is a different connector than the input to
- my VCR/TV. (This is where my ignorance shows.) I beleive the PAR
- has a BNC type connector (is that the name?) and the VCR/TV
- connectors have the RCA type connectors. Is there a common patch
- cable that will go between these connections? That's what
- prompted my previous question. I wasn't sure if a the connector
- type on the PAR was indicating a signal type that my VHS machine
- could not handle. If there is no signal problem, then I just need
- the proper cable. Any one have input on this? Is this a cable
- that I can pick up at a Radio Shack? Or would I be better off
- going to a video supply house and getting a sheilded cable?
-
- Thanks in advance. I have an Imagine animation I dieing to get to
- tape.
-
- Dale
-
-
- ____________________________^____________________________
- dale r. rogers
-
- Intergraph Corporation
- Building Design & Management MailStop: LR24A4
- drrogers@b24a.b24a.ingr.com Tel: (205) 730-8294
- .
-
-
- ##
-
- Subject: Re: PAR question
- Date: Wed, 10 Nov 93 09:44:49 PST
- From: CarmenR@cup.portal.com
-
- Dale R. Rogers writes...
-
- > I know that one of the outputs of the DPS PAR is NTSC composite.
- > Does this mean I can output a signal to my video monitor on my
- > television? I would also like to record test animations to my
- > VHS recorder. Is this possible?
-
- Yup.. That's pretty much how it works. :) The output in composite, but
- it's using a superior BNC type connector. You can go to Radio Shack and buy
- a 6' BNC to BNC cable, and a BNC -> to RCA adaptor to use at the end of the
- cable so it'll fit into a consumer VHS deck. Then you can have the Output
- of your VCR feed your television. Neato how tht works, eh? :)
-
- Carmen Rizzolo - Crazed Artist
- CarmenR@cup.portal.com
-
-
- ##
-
- Subject: Re: PAR question
- Date: Wed, 10 Nov 93 12:49:51 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- >
- >
- >
- > I know that one of the outputs of the DPS PAR is NTSC composite.
- > Does this mean I can output a signal to my video monitor on my
- > television? I would also like to record test animations to my
- > VHS recorder. Is this possible?
- >
- > Dale
- >
-
- Yes. It has an NTSC composite BNC connector, a SVHS S-Video
- output, and 3 BNC's for MII or Betacam.
-
- This is what it is made for. I use it to play my 24 bit anims in
- real time.
-
-
- --
- +------------------------------------------------------------------------+
- | Michael Comet, mbc@po.CWRU.Edu, CWRU Software Engineer/Graphics Artist |
- +------------------------------------------------------------------------+
-
-
- ##
-
- Subject: Re: imagine pc-help
- Date: Wed, 10 Nov 93 09:41:00 PST
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- To GreG tsadilas greg.tsadilas@hofbbs.com
-
- > To anyone who is wondering what the object in question is/are, it's
- >called the "AFS-mk I", which stands for "ARMOURED FIGHTING SUIT-mark 1".
- >Basically it's a motorized exoskeleton that one climbs into for protection
- >during combat. This is a whim of mine, nothing I'm working on for anyone
- >but myself.
-
- Have you seen that new cartoon show on Saturday called "Exo-Squad" or
- something like that? It is about a squadron of future soldiers with
- Exoskeleton suits. Pretty detailed for a cartoon show. They are in a
- struggle with the Neohumans from Mars who have their own Exoskeleton suits,
- different designs.
- BTW, have you had any luck with any Extended Memory Managers and Imagine
- PC? I have found that Imagine PC doesn't seem to "like" any EMM's at all
- but I think this is the reason for lack of memory problem. It appears to me
- that Imagine PC will use mostly DOS memory, and needs almost the whole 640K
- to run effectively. On the other hand, it seems to be able to use expanded
- memory during rendering. I haven't tried QEMM yet, maybe that will work.
- Imagine PC sure doesn't like EMM386 in DOS and it doesn't like XMS for
- Windows. I haven't been able to get Imagine PC to run at all when the
- Windows config is used for booting up, even if I don't call Windows. I
- think it is possible that Imagine PC would run more effectively if there
- were some EMM that it is compatible with it but I haven't found it yet. If
- you have had any better luck, please let me know.
-
-
- ##
-
- Subject: Re: Imagine Animation Speeds
- Date: Wed, 10 Nov 93 14:09:38 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- >
- >Folks,
- >
- > What is the actual playback rate of the animation preview in the perspective
- >view of the stage editor? If the speed control slider is set all the way to the
- >right (fastest), is it meant to represent 30fps? (assuming ideal conditions
- >i.e. no additional CPU load, etc.). I'd like to have some accurate method of
- >determining the timing of a segment in the stage editor preview without actually
- >rendering the thing in the project editor and then playing it (trial and error
- >method).
- >
-
- I don't think they seem to be correct for a fps. I use the second
- to fastest as an approximation on my A3000....it also seems that that plays
- closer to true 30fps when I do a Play Big (only available on the Amiga
- side).
-
- > I'll ask the same question about playing Imagine-format animations from the
- >project editor, if the animation was generated without a movie file. What is
- >the default rate? Does the playback software in Imagine read the movie file? If
- >so, why don't changes in the movie file come into effect until the next time
- >the animation is generated? Are they somehow incorporated into the specs file,
- >or in the anim.xxxx files themselves?
- >
-
- I belive it gets incorporated. BTW, you can play with the speeds
- whileyou are playing back. Space will move 1 frame at a time, and F1-F8 I
- think will adjust the speeds...F1 being fastest...
-
-
-
- --
- +------------------------------------------------------------------------+
- | Michael Comet, mbc@po.CWRU.Edu, CWRU Software Engineer/Graphics Artist |
- +------------------------------------------------------------------------+
-
-
- ##
-
- Subject: Thanks for the PAR info
- Date: Wed, 10 Nov 93 13:41:57 CST
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- It will take less time to respond to the list, as opposed to all
- the persons who responded to my questions.
-
- Thanks for the PAR connection info. It was very timely and
- helpful information.
-
- BTW... the list consistently beats the manufacturers on giving me
- support. DPS hasn't got back to me yet. Thanks for the help.
-
- Dale
-
-
- ____________________________^____________________________
- dale r. rogers
-
- Intergraph Corporation
- Building Design & Management MailStop: LR24A4
- drrogers@b24a.b24a.ingr.com Tel: (205) 730-8294
- .
-
-
- ##
-
- Subject: Re: PAR connectors
- Date: Wed, 10 Nov 1993 00:51:00 -0500
- From: j#d#.moore@canrem.com (J. Moore)
-
- DRR> The output of the PAR is a different connector than the input to
- DRR> my VCR/TV. (This is where my ignorance shows.) I beleive the PAR
- DRR> has a BNC type connector (is that the name?) and the VCR/TV
- DRR> connectors have the RCA type connectors. Is there a common patch
- DRR> cable that will go between these connections? That's what
- DRR> prompted my previous question. I wasn't sure if a the connector
- DRR> type on the PAR was indicating a signal type that my VHS machine
- DRR> could not handle. If there is no signal problem, then I just need
- DRR> the proper cable. Any one have input on this? Is this a cable
- DRR> that I can pick up at a Radio Shack? Or would I be better off
- DRR> going to a video supply house and getting a sheilded cable?
-
- Just an adaptor will do. Check with a video supply house if you have one
- nearby. I get my cables done at one here in Toronto and not only are
- their connectors better quality than Radio Shack, they're 2/3s the price.
- I use BNC ends on both end and an RCA adaptor (so they can do double
- duty) but you could have a cable made up with different connectors on
- each end.
-
- * Q-Blue 0.93 [NR] *
-
-
- ##
-
- Subject: Re: Imagine pc-help
- Date: Wed, 10 Nov 1993 16:58:21 -0500 (EST)
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- Nikola Vukovljak <nvukovlj@ucc.su.oz.au> writes:
- > I have found that you would need about 12 Meg to render a scene with
- > about 20000 faces. This is on the Amiga.
-
- This is by no means universally applicable, as CastleRoom consisted of more
- than 20000 faces and rendered in less than 6MB of RAM. That was with a
- fair bit of refraction and reflection, including three light sources and
- two bitmap images. There are many more factors involved than just #faces,
- although I'd be hard pressed to enumerate them all.
-
- ._. Udo Schuermann
- ( ) walrus@wam.umd.edu
-
-
- ##
-
- Subject: Re: Upgrade and Giveaway
- Date: Wed, 10 Nov 93 11:59:04 PDT
- From: Jeff.Saffold@lookout.com (Jeff Saffold)
-
- > And speaking of questions, the Amiga Formatters are showing up in
- > amiga.graphics and starting to ask all sorts of elementary things that the
- > manual would have even answered. They even have the nerve to complain about
- > the program! They'll discover us soon enough so I'm going back into hiding
- > now.
-
- Well, I just talked to Impulse, and they said that the AF Upgrade
- offer was ONLY for the European people, not for the American/NTSC
- users... So anyone wanting to go that route is SOL...:)
-
- // Jeff Saffold
- \X/ Only the Amiga makes it possible.
-
- ... We give advice, but we cannot give the wisdom to profit by it.
- ___
- X MsgView V1.13 [R029] X
- --
- *******************************************************************************
- * Cuerna Verde BBS FidoNet Gateway Data/Fax: 1-719-545-8572 *
- * Pueblo, Colorado USA FidoNet: 1:307/18 *
- *******************************************************************************
-
-
- ##
-
- Subject: Bye bye,
- Date: Thu, 11 Nov 93 10:57:12 -0500
- From: ac394@leo.nmc.edu (Adam Benjamin)
-
- Well, I'm droping my name off the list as I get ready for the big adventure
- (life that is..)
-
- I have accepted a job with IBM's customer support, and will be
- moving about 850 miles.
-
- Keep on Keeping on, my friends
-
- Adam Benjamin
-
-
- --
- ---
- Adam Benjamin ac394@leo.nmc.edu A.K.A. A.Benjamin@mi04.zds.com
- Christian Animator Computer junkie 4000/40 CD-ROM 486DX33
- Get a life! (John 3-16)
-
-
- ##
-
- Subject: question
- Date: Thu, 11 Nov 93 11:14:34 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- Any ideas on how to model a candle flame? Animated ofcourse.
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
-
- ##
-
- Subject: More on the arrow
- Date: Thu, 11 Nov 93 11:27:46 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- I played around with the arrow a little. Came up with something a little
- better(still needs work, however)
-
- Action editor:
-
- 12345678901234567890
- ARROWBODY&PATH position __________----------
- fx1 ==========
- fx2 ==========
- PATH actor --------------------
-
- position 1-10 is just tween and you don't move it
- position 11-20 is follow path, where path is the same path that the arrow
- grows along. You have to have saved it as a different object, say PATH,
- and have it lined up in the stage editor so that the begining of the path is
- touching the axis of the arrowbody&path group.
- fx1 is grow, have it grow along path(see earlier post, read Understanding
- Imagine 2.0, etc)
- fx2 is grow along path but with time reversed. Maybe you dont need this
- effect, but it was what I used when I was playing with it.
-
- This gives you the effect of the arrow squirming along your path, across the
- screen, and the squirming off the screen. Probably looks best if the head
- of the arrow is offscreen when you start frame 11.
-
- Again this is just an experiment and you may want to play with this yourself.
- It still needs work, but it looked nice.
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
-
- ##
-
- Subject: Re: candle flame
- Date: Thu, 11 Nov 1993 10:22:22 -0800 (PST)
- From: Doug Kelly <dakelly@class.org>
-
- I used a morphing fog object, but that's only useful if you'll never have
- one flame pass in front of another. Also, I'm crippled by not having
- Essence; I've heard of some neat techniques for flames using that approach.
-
- When you're making the fog object, remember that it's not a simple
- teardrop; the interior, where actual combustion initiates, is a small oval
- that is completely transparent. I sliced a distorted sphere out of the
- inside of a teardrop, and that has worked fairly well.
-
- Make your wick several colors, white shading up to black to red to bright
- yellow-orange at the tip, and make it BRIGHT so it's like a glowing coal.
- I made mine a sort of question-mark shape.
-
- Needless to say, I went half-blind staring at candle flames to model this...
- ------------------------------------------------------------------------------
- Doug Kelly Information Specialist First Consulting Group
- dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
-
- "The difference between genius and stupidity: genius has its limits."
- ------------------------------------------------------------------------------
-
-
-
-
- ##
-
- Subject: question
- Date: Thu, 11 Nov 1993 15:05:00 -0500
- From: roy.park@canrem.com (Roy Park)
-
- >Any ideas on how to model a candle flame? Animated ofcourse.
-
- Try using 'gas' object... use multiple/different coloured gas objects will
- do it very nicely (blue for the inside, yellow for the middle, organge for
- the outer side of the flame).
-
- Similar trick was used to create my "JetThrust.lha" (which I haven't uploaded
- to FTP yet due to a technical difficulty) :)
-
- >Tom Setzer
- >setzer@ssd.comm.mot.com
-
- +--------------------------------------------------------------+
- |Roy Park | C= A3000@25Mhz-14.4HST-2MBPicassoII|
- |roy.park@canrem.com | // DM3024-ST296N-LP240S-LP240S-LP105S|
- |rkpark@io.org | \X/ ViewSonic17-2MBChip/12MBFast-Emplant|
- +--------------------------------------------------------------+
-
-
-
-
- ##
-
- Subject: CD32 and Imagine
- Date: Thu, 11 Nov 1993 11:52:15 -0700
- From: "Jeff Wahaus, CAPS, ATL, 404-640-3529" <JEFF_W1@sfov1.verifone.com>
-
- Wouldn't it be neat if you could hook up a CD32 to your amiga and
- use it as some additional horsepower during rendering. I really
- hope someone comes out with some kind of SCSI interface for the
- CD32 and writes the software to network it to any Amiga. Not
- only would you have a CD-ROM drive, but also a display buffer,
- an additional CPU, and optional hardware MPEG support.
-
- Just think, you could send your MPEG animation to the CD32 via
- SCSI and use its hardware MPEG decoding to play animations at
- a full 30 fps in 24-bit at full screen resolution!
-
- Or you could use the CD32 to process images as they complete rendering
- and them send them back. The image processing part would not slow down
- (very much) the additional frames rendering.
-
- I wish I had to time to write something like this myself. It would
- be a very interesting project. I would have the CD32 look sort of like
- a disk drive to the host computer. Packets sent to the CD32 would be
- similar to writing a small file to a SCSI drive. The software would
- periodically read a small file from the CD32 (maby 5 times a second)
- so that the CD32 could send packets back to the host computer.
-
- All types of input could be sent to the CD32 via packets over the SCSI
- bus: keyboard, mouse, disk drives, requests to play animations, requests
- to get files from the CD-ROM drive, requests to run programs.
-
- I've been wanting to get a CD-ROM drive to add to my accumulation of
- Amiga computing machinery. How much better it would be if I could
- add a CD32 for the same price and get all of these additional features.
-
- I think Commodore could sell a lot more of these CD32 things if they
- provide a good interface via SCSI to the rest of the Amiga family.
-
- -Jeff Wahaus-
-
-
-
- ##
-
- Subject: Re: candle flame
- Date: Thu, 11 Nov 93 14:03:24 PST
- From: Byrt Martinez <martinez@srcsvr.cup.hp.com>
-
- content-type:text/plain;charset=us-ascii
- mime-version:1.0
-
- >I used a morphing fog object, but that's only useful if you'll never have
- >one flame pass in front of another. Also, I'm crippled by not having
-
- I'm starting to wonder about this cancelling out effect of Imagine. I had a
- similar type of thing happen when modelling a phaser beam, but I got the
- effect I wanted, though I still don't understand why. Apparantly, when the
- cancelling phenomenon occurs, it looks as if it is doing some XORing. I THINK
- that if you put say a third flame in front of the second one passing in front
- of the first one, the flame comes back when all three are in line with each
- other.
-
- Unfortunately, I'm at work and can't test this theory right now. But I do
- have this cool pic of my phaser beam which shows this weird "feature."
- Although, the phaser beam doesn't use fog, it looks as though it should. :-/
-
- If anyone wants, I can ftp the pic somewhere, maybe Aminet. Let me know.
-
- --
- @******************************************************************************@
- * "When you point your finger 'cause your *
- * Byrt Martinez plan fell through, you've got 3 more *
- * - Non-Christian 8^P fingers pointing back at you." *
- * (Fred 12:45) - Dire Straits *
- * *
- * martinez@srcsvr.cup.hp.com, byrt@shell.portal.com *
- @******************************************************************************@
-
-
-
-
- ##
-
- Subject: scallop shell
- Date: Fri, 12 Nov 93 00:58:26 +0100
- From: humez@idnges.decnet.citilille.fr
-
- I'd like to model a scallop shell. Any idea on how to create
- easily the stripes ?
-
- Stanis humez@idnges.decnet.citilille.fr
-
-
- ##
-
- Subject: CD32 and Imagine
- Date: Thu, 11 Nov 1993 18:26:00 -0500
- From: roy.park@canrem.com (Roy Park)
-
- > Wouldn't it be neat if you could hook up a CD32 to your amiga and
- >use it as some additional horsepower during rendering. I really
- >hope someone comes out with some kind of SCSI interface for the
- >CD32 and writes the software to network it to any Amiga. Not
- >only would you have a CD-ROM drive, but also a display buffer,
- >an additional CPU, and optional hardware MPEG support.
-
- A SCSI interface won't let you control CD32 remotely... you'd be lucky
- if you just get the CD-ROM drive in CD32 working on other Amiga. Also,
- as for using CD32 as a 'rendering' engine, 68020 isn't too fast and
- CD32 doesn't have math coprocessor.
-
- If you want to get CD-ROM capability that bad, just buy a CD-ROM drive
- or just get CD32. Why all the trouble? Nobody's going to bother
- buying CD32 FOR THEIR AMIGA. Weird thought...
-
- > Just think, you could send your MPEG animation to the CD32 via
- >SCSI and use its hardware MPEG decoding to play animations at
- >a full 30 fps in 24-bit at full screen resolution!
-
- The MPEG is another issue... Commodore will have FMV module for every
- (ok, some) Amiga in the future soon or later, so this isn't necessary.
-
- > I've been wanting to get a CD-ROM drive to add to my accumulation of
- >Amiga computing machinery. How much better it would be if I could
- >add a CD32 for the same price and get all of these additional features.
-
- And you can't have it for the same price... much higher.
-
- > I think Commodore could sell a lot more of these CD32 things if they
- >provide a good interface via SCSI to the rest of the Amiga family.
-
- Dream on! :)
-
-
-
-
- ##
-
- Subject: Re: question
- Date: Thu, 11 Nov 1993 18:26:00 -0500
- From: roy.park@canrem.com (Roy Park)
-
- > Gas object? Is this in 2.0? I'll have to back and look at my
- > manual. ~:o
-
- Yes, it's in Attributes requester. Read it carefully, and you will see it!
-
- :)
-
-
-
-
- ##
-
- Subject: CD32 and Imagine
- Date: Thu, 11 Nov 93 16:20:13 PST
- From: CarmenR@cup.portal.com
-
- With a sparkle in his eyes, Jeff Wahaus writes...
-
- > Wouldn't it be neat if you could hook up a CD32 to your amiga and
- > use it as some additional horsepower during rendering. I really
- > hope someone comes out with some kind of SCSI interface for the
- > CD32 and writes the software to network it to any Amiga. Not
- > only would you have a CD-ROM drive, but also a display buffer,
- > an additional CPU, and optional hardware MPEG support.
-
- Jeff...
-
- This is POSSIBLE, but it's not probable. First of all, CD32 does not
- have SCSI. Second of all, CD32 is powered by a low-end 60EC020, without a
- math co-processor. You're not gonna get a signifigant boost of rendering
- speed from CD32 unless you're maybe used to a 68000 for rendering.
- Also, CD32 has 2 megs of RAM [I think].. That's just enough to play
- games, hardly enough to use a 3D program.
- The MPEG would be a plus tho, as would it's display abilities as a near-
- 24-bit frame buffer. But I think the closest you'll get to this idea is to
- get an A1200 [with some Xtra memory and an 030] and wait for the CD32 add-on
- module promised from Commodore.
- Myself, I've got a similar setup, but with all different equipment than
- you mentioned.. Personal Animation Recorder to play anims instead of MPEG
- and OpalVision [with OpalPaint] as a true 24-bit display device. It may be
- more expensive than the setup you suggested, but it's a cleaner display,
- broadcast quality and it's possible. :)
-
- Sorry to shoot your idea full of holes like that..
-
- Carmen Rizzolo - Crazed Artist
- CarmenR@cup.portal.com
-
-
- ##
-
- Subject: CD32 and Imagine
- Date: Thu, 11 Nov 93 20:26:34 EST
- From: mart4678@mach1.wlu.ca (Phil Martin u)
-
- >
- > Wouldn't it be neat if you could hook up a CD32 to your amiga and
- > use it as some additional horsepower during rendering. I really
-
- I know what you mean... I've been thinking about this sort of thing
- too. (Not rendering specifically, just trying to think of something
- cool I could have a 'slave' CD32 doing...
-
- >
- > Just think, you could send your MPEG animation to the CD32 via
- > SCSI and use its hardware MPEG decoding to play animations at
- > a full 30 fps in 24-bit at full screen resolution!
-
- Yes, plus it has colour composite out (and supposedly it's a quite
- high-quality signal - I've heard MPEG movies look better than SVHS,
- although not broadcast quality) so it would be ideal for that sort
- of thing. You could even use the CD32 to build the MPEG as the anim
- is being rendered, send it back to the A4000 (or whatever) which
- would have some big HD (and act like a 'server'), then when it's done,
- the CD32 could play it off the A4000's HD....
-
- >
- > Or you could use the CD32 to process images as they complete rendering
- > and them send them back. The image processing part would not slow down
- > (very much) the additional frames rendering.
-
- Another neat idea, since (in general) most image processing would be
- a lot faster than rendering, but still quite time (and memory) consuming.
-
- >
- > I wish I had to time to write something like this myself. It would
- > be a very interesting project.
-
- I have to agree... Maybe someday...
-
- >
- > -Jeff Wahaus-
- >
- Phil Martin.
-
-
- ##
-
- Subject: Candle flame
- Date: Thu, 11 Nov 93 23:20:41
- From: greg.tsadilas@hofbbs.com
-
- Read the info on the FIREBALL texture. It describes how to make a candle
- flame. If you don't have time to hunt for it, here it is:
-
- "To do fire: create a candle flame shaped object. Apply the texture and
- selext "Edit Axis" from the texture requestor. Move the center of the texture
- axis to the base of your flame. Now scale the texture axis until ... [the]
- axis extends beyond the top of your object. In the texture requestor, set the
- noise to 0.3 and the "Filter 2" param to 1.0.
- Make the object bright."
-
- I haven't tried this yet, let me know how it works.
-
- GreG.tsadilas
-
-
-
- ##
-
- Subject: Imagine v2.9
- Date: Fri, 12 Nov 93 02:22:28 PST
- From: CarmenR@cup.portal.com
-
- Could someone please post a more in-depth review of Imagine 2.9? Tell us how
- the new features, has imagine retained it's old feel [especially the Amiga
- versions]? Does it have a different look? Is the light source for the
- interface buttons still coming from the upper-right hand corner? How is the
- realtime Perspective? How is the particle stuffs? Thanks.
-
- Carmen Rizzolo - Crazed Artist
- CarmenR@cup.portal.com
-
-
- ##
-
- Subject: Re: CD32 and Imagine
- Date: Fri, 12 Nov 93 09:37:09 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- >
- > Wouldn't it be neat if you could hook up a CD32 to your amiga and
- > use it as some additional horsepower during rendering. I really
- > hope someone comes out with some kind of SCSI interface for the
- > CD32 and writes the software to network it to any Amiga. Not
- > only would you have a CD-ROM drive, but also a display buffer,
- > an additional CPU, and optional hardware MPEG support.
- >
-
- You could use parnet, I think. I doubt the usefulness for rendering, but
- it would give older Amiga owners AGA playback(MMMMMPEG) and a cd rom drive
- accessable through parnet. Does CD32 have a paralell port?(I think thats
- what parnet uses)
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Re: Several posts...
- Date: Fri, 12 Nov 93 10:00:11 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- Speaking of fire(FIRE FIRE FIRE:), is fog fixed in 2.9? For those of you who
- have 2.9, please try rendering two fog objects, one in front of the other.
-
- Also, I beleive its FOG, not Gas. Aladin uses 'gas', and implements it quite
- differently than Imagines fog. From what I've heard, Aladins gas has true
- volumetric properties.
-
- Is brush/texture tacking implemented in 2.9? Make an cylinder, apply a texture,
- save it. Bend the cylinder. save it as a different name. Morph 'em. How do
- the textures look? Do they 'swim'?
-
- Hmm, what else? Anyone play with particles?(I would have done this first!:)
- What does it allow? Whats it do for you?
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Re: Imagine v2.9
- Date: Fri, 12 Nov 1993 11:30:15 -0500
- From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- >Could someone please post a more in-depth review of Imagine 2.9?
-
- Has it been optimized for different processors(030/040)? How much faster
- does it render? Are we still limited to 640x400?
-
- I'd also like to here more about the audio track support.
-
- Jason K.
-
-
- ##
-
- Date: Sat, 13 Nov 1993 05:37:11 +1100
- From: imagine-relay@email.sp.paramax.com
-
- > Nope, I'm running bare-bones DOS, nothing in the background, just Imagine.
- > I have the same problem on both the PC AND the Amiga.
- >
- > Imagine is just a RAM-hog, IMHO.
-
- *Any* 3-D package hogs memory... just like any image processor...
- they're just memory-intensivce sorts of things.
- --
- Gordon Schumacher
-
- /-------------------------------------------------------------------\
- | Champaign- "We apologize for the inconvenience." _@_ |
- | Urbana -HHGTTG / \ |
- | kilroy was here | o o | |
- \-------------------------------------------------------U|--U--|U---/
-
-
- ##
-
- Subject: CD32 as a Slave continued...
- Date: Fri, 12 Nov 1993 08:00:06 -0700
- From: "Jeff Wahaus, CAPS, ATL, 404-640-3529" <JEFF_W1@sfov1.verifone.com>
-
-
- > With a sparkle in his eyes, Jeff Wahaus writes...
-
- >> Wouldn't it be neat if you could hook up a CD32 to your amiga and
- >> use it as some additional horsepower during rendering. I really
- >> hope someone comes out with some kind of SCSI interface for the
- >> CD32 and writes the software to network it to any Amiga. Not
- >> only would you have a CD-ROM drive, but also a display buffer,
- >> an additional CPU, and optional hardware MPEG support.
-
- Carmen Rizzolo recently interjected...
- > Jeff...
- >
- > This is POSSIBLE, but it's not probable. First of all, CD32 does
- > not have SCSI. Second of all, CD32 is powered by a low-end 60EC020,
- > without a math co-processor. You're not gonna get a signifigant boost
- > of rendering speed from CD32 unless you're maybe used to a 68000 for
- > rendering.
-
- Well I don't know why you think it's not probable. A product like
- I suggested would take off like sliced bread. The CD32 does not have SCSI
- but it does have an expansion bus (you know where the MPEG add on goes).
- So all you need is 1 expansion card which has on it MPEG and SCSI. Ideally
- you would have MPEG, SCSI, and RAM and maybe even a math coprocessor
- socket.
-
- As far as rendering goes, no it wouldn't be practical to use a CD32 for
- rendering although it would be possible. What you could use the CD32 for
- is 24-bit to HAM6 or HAM8 conversion. And then even HAM to ANIM
- conversion. If your rendering animation is taking 1 hour per frame then
- the 14 MHz 68020 in the CD32 could easily do the above conversions in that
- time. The CD32 could even preview the completed part of the animation
- while the rest is still rendering. A program like HamLab (around 150K)
- which supports using disk space as memory could be run on the CD32 without
- modification. You could control it using ARexx. That's assuming you can
- pass ARexx messages to the CD32 which would be quite possible with the
- right software.
-
- > The MPEG would be a plus tho, as would it's display abilities as a
- > near- 24-bit frame buffer. But I think the closest you'll get to
- > this idea is to get an A1200 [with some Xtra memory and an 030] and
- > wait for the CD32 add-on module promised from Commodore.
-
- Um, well I don't want a A1200 or even an A4000. I quite satisfied with
- my Amiga 2000. It's 5 years old now. It has got 5 video output ports:
- Monochrome Composite, Standard ECS RGB, 31KHz ECS RGB (via an A2320),
- GVP's Spectrum RGB, and SVGA. It runs at 25MHz with its 68030/68882. Has
- a bridge board with a Quantum HardCard+, dual serial ports, SVGA graphics.
- It has 10MB of RAM (9MB 32-bit), fast SCSI, Quantum 120MB SCSI, Commodore
- SCSI tape drive, 3 1/2" high density floppy, 5 1/4" high density floppy.
- Oh yea did I mention 68000 fall back mode for old games. And all of this
- is inside the case (except the tape drive). And there is even room for
- more expansion cards and maybe even another SCSI hard disk.
-
- The point here is that there is no way I'm going to dump this for an
- Amiga 1200. An Amiga 4000 wouldn't come close to holding all of my
- expansion cards. A CD32 daisy chained externally to my SCSI bus would be
- the perfect way to add AGA compatibility, a CD-ROM drive, and a CD32! :)
-
- > Myself, I've got a similar setup, but with all different equipment
- > than you mentioned.. Personal Animation Recorder to play anims instead
- > of MPEG and OpalVision [with OpalPaint] as a true 24-bit display device.
- > It may be more expensive than the setup you suggested, but it's a
- > cleaner display, broadcast quality and it's possible. :)
-
- The PAR will cost you about $2300 when you include the price of the
- required IDE (yuk!) hard disk. The CD32 will cost you about $300 plus
- another $200 if you want MPEG. Of course for the CD32 setup to be of any
- use someone will have to write the networking software and design the CD32
- to Amiga SCSI interface card for the CD32.
-
- The CD32 can display AGA graphics over the top of high quality MPEG video
- which is something that I don't think the PAR can do.
-
- > Sorry to shoot your idea full of holes like that..
- > Carmen Rizzolo - Crazed Artist
-
- Well don't be sorry, I think you just missed the target. Aim again. :)
-
- -Jeff Wahaus-
- jeff_w1@verifone.com
-
-
-
-
- ##
-
- Subject: Still more on CD32 as a Slave
- Date: Fri, 12 Nov 1993 08:40:25 -0700
- From: "Jeff Wahaus, CAPS, ATL, 404-640-3529" <JEFF_W1@sfov1.verifone.com>
-
- Another unbeliever recently wrote:
-
- > A SCSI interface won't let you control CD32 remotely... you'd be lucky
- > if you just get the CD-ROM drive in CD32 working on other Amiga.
-
- I must disagree here, a SCSI interface and properly written SCSI based
- networking software would allow you to do whatever you wanted. This is
- assuming that you were a skilled enough programmer to write such a thing.
- It just so happens that I am. ;->
-
-
- > Also, as for using CD32 as a 'rendering' engine, 68020 isn't too
- > fast and CD32 doesn't have math coprocessor.
-
- I don't think I mentioned anything about using the CD32 as a rendering
- engine (which is possible). It could be used to do lots of other useful
- things though, like playing a MPEG animation in 24-bit color for example.
-
-
- > If you want to get CD-ROM capability that bad, just buy a CD-ROM drive
- > or just get CD32. Why all the trouble? Nobody's going to bother
- > buying CD32 FOR THEIR AMIGA. Weird thought...
-
- Actually I was speaking of doing just that. You purchase a CD32 and a
- SCSI adapter for it (assuming someone makes one) and you have:
-
- (1) A double speed CD-ROM disk drive
- (2) A CD32 (of course)
- (3) A slave computer capable of running off the shelf Amiga Software.
- (4) Optional hardware MPEG support
-
- You will not be able to run CD32 software if you just get any CD-ROM
- drive. Also, why would you want a CD32 if you couldn't access standard
- format CD-ROM's with your Amiga?
-
-
- > The MPEG is another issue... Commodore will have FMV module for every
- > (ok, some) Amiga in the future soon or later, so this isn't necessary.
-
- Did you use the words "Commodore" and "soon" in the same sentence?
- Actually using any of the words "soon", "shortly", "quickly", or "next
- month" in the same sentence with "Commodore" is an oxymoron and should be
- avoided.
-
- > Dream on! :)
-
- Hieratic!
-
- -Jeff Wahaus-
- jeff_w1@verifone.com
-
-
-
-
- ##
-
- Subject: Another Imagine 2.9 Q
- Date: Fri, 12 Nov 93 09:43:27 PST
- From: CarmenR@cup.portal.com
-
- Oh yeah.. Could someone tell me how the Field rendering is in Imagine 2.9
- now? Someone with single-frame abilities or a PAR? Thanks!
-
- Carmen Rizzolo - Crazed Artist
- CarmenR@cup.portal.com
-
-
- ##
-
- Subject: CD32 as a Slave continued
- Date: Fri, 12 Nov 1993 13:06:00 -0500
- From: roy.park@canrem.com (Roy Park)
-
- > Well I don't know why you think it's not probable.
-
- Ok, not improbable, IMPOSSIBLE.
-
- >The CD32 does not have SCSI
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^
- And that's EXACTLY WHY it makes so tricky to make such hardware... and the
- CD-ROM drive used in CD32 is NOT SCSI! Get it? NOT SCSI!
-
- > As far as rendering goes, no it wouldn't be practical to use a CD32 for
- >rendering although it would be possible. What you could use the CD32 for
- >is 24-bit to HAM6 or HAM8 conversion. And then even HAM to ANIM
- >conversion.
-
- Why bother? If you have 68030 already, it's a LOT faster at doing image
- conversion than 68020 that CD32 has!
-
- [stuff about how much things you have on your A2000 deleted]
-
- > The point here is that there is no way I'm going to dump this for an
- >Amiga 1200. An Amiga 4000 wouldn't come close to holding all of my
- >expansion cards.
-
- Of course it WOULD! According to what you said, you are using 3 Zorro slots
- (Bridgeboard, Spectrum, dual serial) 2 internal 3.5" bays and 1 internal
- 5.25" bay... which WILL fit into A4000 without any problem.
-
- >A CD32 daisy chained externally to my SCSI bus would be
- >the perfect way to add AGA compatibility, a CD-ROM drive, and a CD32! :)
-
- Ya, ya.. dream on...
-
- Remember, this is different from A500 expansion chassis with SCSI interface
- because CD32's CD-ROM drive is NOT on the SCSI chain.
-
- Also, just by having a SCSI interface on CD32 does not guarantee that you
- will be able to access the CD-ROM drive from another Amiga with SCSI
- controller (because of two SCSI host conflict situation).
-
- > The PAR will cost you about $2300 when you include the price of the
- >required IDE (yuk!) hard disk. The CD32 will cost you about $300 plus
- >another $200 if you want MPEG.
-
- However, it will never work... so people take PAR. (not that I'm thinking that
- PAR is the best solution)
-
- >Well don't be sorry, I think you just missed the target. Aim again. :)
-
- Mr. Rizzolo hit the target right on the bull's eye.... it's just that you
- can't face the reality.
-
- +--------------------------------------------------------------+
- |Roy Park | C= A3000@25Mhz-14.4HST-2MBPicassoII|
- |roy.park@canrem.com | // DM3024-ST296N-LP240S-LP240S-LP105S|
- |rkpark@io.org | \X/ ViewSonic17-2MBChip/12MBFast-Emplant|
- +--------------------------------------------------------------+
-
-
-
-
- ##
-
- Subject: Re: Imagine v2.9
- Date: Fri, 12 Nov 93 12:48:49 -0700
- From: Steve Koren <koren@hpfcogv.fc.hp.com>
-
- Jason B Koszarsky <kozarsky@cse.psu.edu> wrote:
-
- > Has it been optimized for different processors(030/040)? How much faster
- > does it render? Are we still limited to 640x400?
-
- Howzat? Limited to 640x400? Since when?
-
- I've rendered plenty of images at 1280x1024, and I think Imagine has no
- internal limit. I recall setting the image size at up to 4000x4000
- before, and Imagine accepted it just fine. I always render final images
- in 1280x1024 or 896x628. 640x400, heck, that's *preview* resolution :-)
-
- Either your Imagine is a lot different than mine, or you meant something
- else by "limited to 640x400" and I'm completely missing your point.
-
- - steve
-
-
- ##
-
- Subject: New Speed
- Date: Thu, 11 Nov 93 17:58:54 EST
- From: imagine@bknight.jpr.com (Yury German)
-
- So with a few people gettign 2.9 on PC's and soon the rest will start
- gettign 3.0 and such we still do not know about one thing@!!!!!
-
-
- HOW IS THE RENDERING SPEED??????
-
- I mean we all learned (or were taught) some tricks for speeding up the
- rendering but it was still not close to Lightwaves speed in 2.0. So
- basically can one of you new 2.9 - 3.0 people render and let us know if
- there is a speed increase??? It is pretty important for all of us..
- considering the extended rendering time with Imagine
-
-
-
- ##
-
- Subject: Re: CD32 and Imagine
- Date: Fri, 12 Nov 93 12:08:00 PST
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- The CD32 doesn't have a parallel port. There was a photograph of the
- motherboard in a recent Amiga magazine, forget which one right now. Anyway,
- it does have a big "expansion" connector, or more accurately, edge card
- connection. The only thing that Commodore will fess up to is that it will
- have a keyboard and disk drive expansion that hooks up to that edge card.
- The disk drive is being provided strictly for game saves. Commodore is
- taking the official position that the CD32 is a game machine, period.
- Apparently, Commodore's attempt to promote the CDTV as a multimedia,
- information database, game, educational, multipurpose machine that could be
- expanded to become a computer, too (A500), confused and perplexed the mass
- market so almost nobody bought it. Now, Commodore is saying, " The game
- comes on a compact disk, put it in and play!", hoping the mass market will
- understand that much.
- Anyway, I heard that Fred Fish was at the World of Commodore in Berlin,
- with a CD32 with the keyboard expansion and he has found out that some C++
- development program WILL run on the CD32, as is. So, there is the
- possibility that Imagine could run on the CD32 directly, especially if the
- disk drive comes out. The CD32 is basically a stripped down A1200 anyway,
- AGA chipset, 2 MB of RAM, although it does have a special chunky-to-planar
- chip which may make for some graphics incompatibilities. Don't really see
- the point in running Imagine on the CD32 anyway, even if it were possible.
- The CD32 has a pretty slow 68020 and the RAM is fixed. Too many
- limitations. The really positive outcome is that the CD-ROM is supposed to
- become available for the Amiga computer late this year or early next year.
- The CD-ROM drive is a double speed, faster access type. Commodore
- developed a special version of Workbench to control the drive and they are
- supposed to be in negotiation with Kodak to include Kodak-CD compatibility.
- So, Commodore is saying that they will probably be coming out with a new
- Workbench which will include the CD-ROM additions. Lew Eggebrecht is also
- saying that the next Workbench will not only put a speech synthesizer
- program back in (but not Say) and it will be multi-lingual.
- OK, this doesn't have anything to do with Imagine so I better stop wasting
- bandwidth. It would be nice to have some kind of high-speed rendering
- engine, though. Warp, Screamer, Resolver, Excalibur ..... ?
- ----------
- From: imagine-relay
- To: imagine
- Subject: Re: CD32 and Imagine
- Date: Friday, November 12, 1993 9:37AM
-
- >
- > Wouldn't it be neat if you could hook up a CD32 to your amiga and
- > use it as some additional horsepower during rendering. I really
- > hope someone comes out with some kind of SCSI interface for the
- > CD32 and writes the software to network it to any Amiga. Not
- > only would you have a CD-ROM drive, but also a display buffer,
- > an additional CPU, and optional hardware MPEG support.
- >
-
- You could use parnet, I think. I doubt the usefulness for rendering, but
- it would give older Amiga owners AGA playback(MMMMMPEG) and a cd rom drive
- accessable through parnet. Does CD32 have a paralell port?(I think thats
- what parnet uses)
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Re: Imagine v2.9
- Date: Fri, 12 Nov 1993 14:53:43 -0600 (CST)
- From: Schumacher Gordon C <gschumac@ux4.cso.uiuc.edu>
-
- > Either your Imagine is a lot different than mine, or you meant something
- > else by "limited to 640x400" and I'm completely missing your point.
-
- Yup... he meant working res.
- --
- Gordon Schumacher
-
- /-------------------------------------------------------------------\
- | Champaign- "We apologize for the inconvenience." _@_ |
- | Urbana -HHGTTG / \ |
- | kilroy was here | o o | |
- \-------------------------------------------------------U|--U--|U---/
-
-
- ##
-
- Subject: Re: Imagine v2.9
- Date: Fri, 12 Nov 93 14:23:39 -0700
- From: Steve Koren <koren@hpfcogv.fc.hp.com>
-
- In a fit of stupidity, I wrote:
-
- > Either your Imagine is a lot different than mine, or you meant
- > something else by "limited to 640x400" and I'm completely missing your
- > point.
-
- Turns out the latter is true. He obviously meant "promoting Imagine's
- screen to more than 640x400", not "rendering to more than 640x400".
-
- I hope they fixed that too.
-
- - steve (mr. stupid) k
-
-
- ##
-
- Subject: Re: Imagine v2.9
- Date: Fri, 12 Nov 1993 15:27:43 -0600 (CST)
- From: Trin Yuthasastrackosol <yuthas@cc.umanitoba.ca>
-
- On Fri, 12 Nov 1993, Steve Koren wrote:
-
- >
- > Jason B Koszarsky <kozarsky@cse.psu.edu> wrote:
- >
- > > Has it been optimized for different processors(030/040)? How much faster
- > > does it render? Are we still limited to 640x400?
- >
- > Howzat? Limited to 640x400? Since when?
- >
-
- [Stuff deleted for the sake of brevity]
-
- > Either your Imagine is a lot different than mine, or you meant something
- > else by "limited to 640x400" and I'm completely missing your point.
-
- I think he means the resolution at which you can use Imagine in it's
- various editors. Some people like to have the capability to work in screens
- much larger than 640 x 400 or whatever, particularly those with the new
- graphics boards like Picasso, Spectrum etc...You can do it with Imagine
- 2.0 by patching some bytes here and there, but the program has some trouble
- working in the larger modes (I *THINK*...i remember reading the thread on
- here not long ago but my memory gets worse and worse as I approach age 30
- (^:). It would be pretty nice if the size could be easily configured.
-
-
- Trin Dominic Yuthasastrakosol | Definition: Bigot (noun). Someone
- Dept. Pharmacology and Therapeutics | who zealously holds a set of ideas,
- University of Manitoba | beliefs or opinions which are
- A5002MbChip1MbFastSupraturbo28GVPII354Mb| different from yours.
-
-
-
-
- ##
-
- Subject: Imagine 2.9 Questions
- Date: Fri, 12 Nov 93 14:11:55 PST
- From: Scott Lundholm <scottl@hpsadmq.sad.hp.com>
-
- Hi All,
-
- Just a few short questions about Imagine 2.9 that I have not seen asked:
-
- 1: Is the Amiga Version out yet?
-
- 2: If yes to #1, does it load v2.0 objects?
-
- 3: Does it use Essence I & II textures on 2.0 objects?
-
- 4: Does it use Essence I & II at all????
-
- 5: Does it load v2.0 stage files?
-
-
- Thats 'bout it. Take care All, and keep rendering. Kudos (spelling?) to
- Essence II, FANTASTIC product!!!!!!!!
-
- Scott Lundholm
-
- *----------------------------------------------------------------------------*
- | Amiga 500/030 at 38Mhz w/68882 at | Email (UNIX)-scottl@hpsadmq.sad.hp.com |
- | 50Mhz, 8Meg of 32-bit RAM, Bodega | Memeber |
- | Bay w/105 & 450 Meg Hard Drives, | Redwood Empire Amiga Users Group |
- | HP PaintJet, 16" HP Programmable | Imagine 2.0 rendering enthusiast and |
- | Multisynch w/Flicker Free Video. | graphics fanatic!!!!!!!!!!!!!!!!!!!! |
- *----------------------------------------------------------------------------*
-
-
- ##
-
- Subject: Re: CD32 and Imagine
- Date: Fri, 12 Nov 1993 18:09:00 -0500
- From: roy.park@canrem.com (Roy Park)
-
- > I think SCSI would be the best way to implement this sort of thing. The
- >CD32 should be able to transfer about 1.5M bytes per second with a properly
- >designed SCSI interface.
-
- If you want a POSSIBLE and FEASIBLE solution, it would be to have Ethernet
- interface for CD32... it doesn't cost that much on hardware over the price
- of SCSI (whatever, the one you are suggesting) interface.
-
- +--------------------------------------------------------------+
- |Roy Park | C= A3000@25Mhz-14.4HST-2MBPicassoII|
- |roy.park@canrem.com | // DM3024-ST296N-LP240S-LP240S-LP105S|
- |rkpark@io.org | \X/ ViewSonic17-2MBChip/12MBFast-Emplant|
- +--------------------------------------------------------------+
-
-
-
-
- ##
-
- Subject: Re: Imagine v2.9
- Date: Sat, 13 Nov 1993 00:54:41 -0500
- From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- >Howzat? Limited to 640x400? Since when?
- >
- >I've rendered plenty of images at 1280x1024, and I think Imagine has no
-
- I'm asking about the work screen size not the rendering output. I'd like to
- be able to work on a screen larger than 640x400.
-
- Jason K.
-
-
- ##
-
- Subject: Re: Imagine pc-help
- Date: Sat, 13 Nov 1993 18:35:57 +1100 (EST)
- From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
-
- On Wed, 10 Nov 1993, Udo K Schuermann wrote:
-
- > Nikola Vukovljak <nvukovlj@ucc.su.oz.au> writes:
- > > I have found that you would need about 12 Meg to render a scene with
- > > about 20000 faces. This is on the Amiga.
- >
- > This is by no means universally applicable, as CastleRoom consisted of more
- > than 20000 faces and rendered in less than 6MB of RAM. That was with a
- > fair bit of refraction and reflection, including three light sources and
- > two bitmap images. There are many more factors involved than just #faces,
- > although I'd be hard pressed to enumerate them all.
- >
- > ._. Udo Schuermann
- > ( ) walrus@wam.umd.edu
- >
- Ok, well that is strange. The object I created (a huge group actually),
- had no textures, no refractions, some parts had minimal reflection settings.
- Many didn't use Phong. Couldn't be simpler, render engine wise (hard to
- model thanks to multiple layers though).
-
- Maybe because I rendered everything in Scanline ? The object was 1.2M in
- size.
-
- Nik.
-
-
-
-
- ##
-
- Subject: Re: Upgrade and Giveaway
- Date: Sat, 13 Nov 1993 18:44:03 +1100 (EST)
- From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
-
- On Wed, 10 Nov 1993, Jeff Saffold wrote:
-
- >
- > > And speaking of questions, the Amiga Formatters are showing up in
- > > amiga.graphics and starting to ask all sorts of elementary things that the
- > > manual would have even answered. They even have the nerve to complain about
- > > the program! They'll discover us soon enough so I'm going back into hiding
- > > now.
- >
- > Well, I just talked to Impulse, and they said that the AF Upgrade
- > offer was ONLY for the European people, not for the American/NTSC
- > users... So anyone wanting to go that route is SOL...:)
- >
- > // Jeff Saffold
- > \X/ Only the Amiga makes it possible.
- I wonder what they'll say about Australians. No one ever thinks of the
- market here and yet Imagine is the no.1 Amiga 3D program here (Real 3D is
- fast caching up). BTW we use PAL so I wonder what Impulse will do.
- Not that I care either way since I'm waiting for 'almost 3.0'.
- Speaking of which, has Amiga version shipped yet ?
-
- Nik.
-
-
-
-
- ##
-
- Subject: Re: New Speed
- Date: Sat, 13 Nov 1993 19:13:50 +1100 (EST)
- From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
-
- On Thu, 11 Nov 1993, Yury German wrote:
-
- > So with a few people gettign 2.9 on PC's and soon the rest will start
- > gettign 3.0 and such we still do not know about one thing@!!!!!
- >
- >
- > HOW IS THE RENDERING SPEED??????
- >
- > I mean we all learned (or were taught) some tricks for speeding up the
- > rendering but it was still not close to Lightwaves speed in 2.0. So
- > basically can one of you new 2.9 - 3.0 people render and let us know if
- > there is a speed increase??? It is pretty important for all of us..
- > considering the extended rendering time with Imagine
- >
- >
- Well, someone on here said that the Amiga version of Imagine 2.9 will not
- be optimized for '040. They 'may' optimize v 3.0.
- Great! Everyone else can do it but not Impulse! They'll probably tell us
- to get a PC if we want more speed. I don't wanna do that. I know that
- they can optimize Imagine after some speed tests I've done. LW has been
- optimized, Real 3D will be as of v2.40. So, I think that it is time for
- all the '040 owners (and '030) to contact Impulse and let them know that
- we'd like to see this happen to Imagine. Imagine started on the Amiga and
- its original users should be properly supported.
-
- Anyway, that is my two cents worth, so it is up to all of you guys to act
- now before it is too late.
-
- I intend to. (Can someone repost that Fax no. of Impulse please ?)
-
- Nik.
-
-
-
-
- ##
-
- Subject: Re: Imagine pc-help
- Date: Sat, 13 Nov 1993 11:04:31 -0500 (EST)
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
- Nikola Vukovljak <nvukovlj@ucc.su.oz.au> writes
- > On Wed, 10 Nov 1993, Udo K Schuermann wrote:
- >
- > > Nikola Vukovljak <nvukovlj@ucc.su.oz.au> writes:
- > > > I have found that you would need about 12 Meg to render a scene with
- > > > about 20000 faces. This is on the Amiga.
- > >
- > > This is by no means universally applicable, as CastleRoom consisted of more
- > > than 20000 faces and rendered in less than 6MB of RAM. That was with a
- > > fair bit of refraction and reflection, including three light sources and
- > > two bitmap images. There are many more factors involved than just #faces,
- > > although I'd be hard pressed to enumerate them all.
- > >
- > Ok, well that is strange. The object I created (a huge group actually),
- > had no textures, no refractions, some parts had minimal reflection settings.
- > Many didn't use Phong. Couldn't be simpler, render engine wise (hard to
- > model thanks to multiple layers though).
- >
- > Maybe because I rendered everything in Scanline ? The object was 1.2M in
- > size.
-
- That would explain it. Scanline is hungrier than rayrace; my scene
- was raytraced because of reflection, refractions, and the shadows.
-
- ._. Udo Schuermann
- ( ) walrus@wam.umd.edu
-
-
- ##
-
- Subject: Re: Imagine v2.9
- Date: Sat, 13 Nov 1993 11:23:52 -0600 (CST)
- From: Cliff Lee <cel@tenet.edu>
-
- On Sat, 13 Nov 1993, Jason B Koszarsky wrote:
-
- > I'm asking about the work screen size not the rendering output. I'd like to
- > be able to work on a screen larger than 640x400.
-
- PC Imagine 2.9's native screen size is 640 x 480. If that helps.
-
- -=-=-=-=-=-=-=-=-=-=-=-=-
- Cliff Lee
- cel@tenet.edu
- "Everything will work out if you let it!" Cheap Trick
-
-
-
- ##
-
- Subject: Question: IMAGINE vs 3DS ?
- Date: Sat, 13 Nov 1993 18:26:02 GMT
- From: "Janusz Kalinowski" <sjk@pwm.ict-pwr.wroc.edu.pl>
-
- Hi IMAGINE gurus !
-
- I consider buying some flexible 3D program which include
- (serious) modelling, rendering and professional animation (on the
- 486-based machine). I'd like to use it BOTH to create non-trivial
- 3D models for further realistic rendering (by third party
- renderers) and, independently, for nice animation (I suppose
- simpler models will be used then).
- I was almost decided on 3D Studio, but in some Ray Tracing News
- I've found info about PC version of IMAGINE. I know nothing about
- that program except that, what was written in RTN.
-
- Could you pass me a bit more info about possibilities of IMAGINE?
- Especially, does it include professional modeller ? What are the
- pros/cons comparing to 3D Studio ? What is the current
- version/price ? Is there some ftp-able IMAGINE demo ?
-
- Aswer directly to me PLEASE. As I'm not (yet?) IMAGINE user, I'm
- NOT subscribed to this list.
-
- many thanks,
-
- Janusz Kalinowski
- Technical University of Wroclaw, Poland
- Computing-Science Center
-
-
-
- ##
-
- Subject: Re: Imagine v2.9
- Date: Sat, 13 Nov 93 12:23:33 MET
- From: boinger@myamy.hacktic.nl (Paul Kolenbrander)
-
- Hello Steve Koren,On 12 NOV 1993 12:48:49 you said regarding Re: Imagine v2.9:
-
- > > Has it been optimized for different processors(030/040)? How much faster
- > > does it render? Are we still limited to 640x400?
- >
- > Howzat? Limited to 640x400? Since when?
- >
- > Either your Imagine is a lot different than mine, or you meant something
- > else by "limited to 640x400" and I'm completely missing your point.
-
- I think he means the window the editor opens. Which has always been limited to
- 640x400. Although I'm now running it in 800x600 on my Piccolo. No weird crashes
- yet. Although dragging an object erases the grid. 'Redraw' helps restoring it.
-
- -- __
- --/_/ |/ ------------+--Main : boinger@myamy.hacktic.nl-
- -/aul |\olenbrander--+--Spare : paulk@stack.urc.tue.nl---
- ---------------------+-----------------------------------
- -Reg. CD32 developer-+-A4000/040&A3000. Best of 2 worlds-
-
-
- ##
-
- Subject: More on 2.9 new stuff
- Date: Mon, 15 Nov 1993 12:06:57 -0600 (CST)
- From: Cliff Lee <cel@tenet.edu>
-
- I have continued my experimentation with 2.9. Upon the recomendation of
- others, I have tried to play with the Particle feature. I added a sphere,
- and then chose particle. Chose to inscribe random size particles and
- perform. It worked. I quick rendered it and I had a tight ball of
- particles. Neat!
-
- I have also been playing with the spline editor. This is nice! It
- supports postscript fonts. Load the font, type the text, then you have a
- spline outline of the letters. Choose add points and tell the kind of
- beveling. Viola! You have an object that can be loaded into the detail
- editor. The KNOTS can be modified. Interesting stuff.
-
- I am not an expert at using Imagine, so I sure I'm not pushing this. I
- have not tried any of the cycle editor stuff
-
- -=-=-=-=-=-=-=-=-=-=-=-=-
- Cliff Lee
- cel@tenet.edu
- "Everything will work out if you let it!" Cheap Trick
-
-
-
-
- ##
-
- Subject: More 2.9 questions
- Date: Mon, 15 Nov 93 12:07:10 -0700
- From: Steve Koren <koren@hpfcogv.fc.hp.com>
-
- Cliff Lee wrote:
-
- > I have continued my experimentation with 2.9. Upon the recomendation of
- > others, I have tried to play with the Particle feature. I added a sphere,
-
- Some questions for anyone who has 2.9. BTW, apologies in advance if
- some of these have been answered already and I missed them.
-
- * First and foremost: Does Essence work? As I consider Imagine
- without Essence near worthless, I won't upgrade if it doesn't. (I
- know they have supposedly added more textures, but I doubt they'll
- add equivalents of all the ones I use from Essence).
-
- * Have they fixed any of the transparency bugs?
-
- * As someone else asked previously (and I misinterpreted), can
- Imagine's screen be promoted to better resolutions without crashing
- Imagine? Does it support the display database directly?
-
- * Do shadows in scanline work right?
-
- * Is Imagine any more multi-threaded than it was in 2.0? I always end
- up running two copies of Imagine at once; one to render and one to
- model. Even if they compiled with the "pure" bit so that the
- overhead of two concurrent Imagines was less, I'd be happy. But a
- true render-while-modeling ability would be nicer.
-
- * I desperately want Aladdin 4-like gas handling. Is there anything
- in 2.9 which will help? (Fog objects are a real pain for this and
- have many limitations that true volumetric gasses don't have). I've
- actually considered buying Aladdin to augment Imagine in this area,
- since it seems to have wonderful abilities with gasses. If it was
- $75 or so cheaper I'd have done it by now.
-
- - steve
-
-
- ##
-
- Subject: Trace time vs scanline
- Date: Mon, 15 Nov 93 09:44:00 PST
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- Hello there, Imagineers!
- I have been working on an animation with an undersea scenario. I am
- using a 3D landscape imported from VistaPro3, with bump texture and a 24-bit
- sandstone brushmap, as the ocean floor. This object is about 500K. I have
- several buildings including a Greek temple, and a couple other architectural
- objects representing a "lost" city on the ocean bottom, ala Atlantis. They
- range from 100K to 300K each. I have a submarine traveling over the bottom,
- it is about 300K. In addition, I have a Plane object acting as the ocean
- surface over the whole landscape. This Plane has a seawave texture applied
- to it. I also have several of these morphing over time so I get wave
- motion. At this time, I am experimenting with a Plane object in front of
- the camera with a linear Ripple texture applied to it. In addition, I have
- the Global fog attribute set so the background fades off.
- So, I tried all this in Scanline, and found out that I was getting no
- refraction, ripple, or shadowing, as obviously stated for Scanline mode.
- But, it was taking only about 3 to 5 minutes per frame. Since I found out
- that I couldn't get the desired water effects with Scanline mode, I went to
- Trace. Now, it is taking over 9 HOURS per frame to render! While the
- effects are working now, pretty close to what I wanted, the render time is
- just too long. At this rate, it will take a month to render 100 frames or
- about 4 seconds of animation.
- I am running an A3000 with a 25 MHz '040 accelerator, 14 Megs of RAM, 213
- Megabyte Maxtor harddrive, 52 Meg Quantum HD. The Maxtor is averaging
- about 500KB/sec transfer rate. I have Imagine on this drive. The Quantum
- averages about 1 MB/sec after using TurboQuantum but it is my system disk
- and I don't have room on it for Imagine. I have tried cutting up my
- landscape object in smaller sections, placing them just when I needed them
- in the camera's field of view, but then I get a "chopped off" look.
- I guess my question is, if this is a typical time for Trace rendering
- based on the number and size of the objects I am using and the amount of
- textures being applied? I am thinking about getting a RAM expansion board
- which would cut down on the Hardrive access time. Other than that, is there
- anything obvious or simple I could be doing to reduce my rendering time? I
- do have the Global size attribute set for 0,0,0. I guess most of my render
- time is coming from the Global fog and multiple ripple textures. These add
- the most "atmosphere" for my scenes, though, so I need them there. I was
- just wondering if anybody had any experience with Lightwave versus Imagine
- for Trace renderings and if Lightwave were substantially faster or not?
-
- Real-time 3D trace renderings? Not in this lifetime!!!
-
-
- ##
-
- Subject: imagine on ftp
- Date: Mon, 15 Nov 93 19:08:39 +0100
- From: humez@idnges.decnet.citilille.fr
-
- Imagine2.0 is now available on ftp aminet. It can be found in
- aminet/biz/demo. I didn't try it, but I think AmigaFormat's cover disk is
- now on PD.
- Stanis
-
-
- ##
-
- Subject: Re: RAM-hogs
- Date: Mon, 15 Nov 1993 10:19:15 -0800 (PST)
- From: Doug Kelly <dakelly@class.org>
-
- > > Imagine is just a RAM-hog, IMHO.
- >
- > *Any* 3-D package hogs memory... just like any image processor...
- > they're just memory-intensivce sorts of things.
- > --
- > Gordon Schumacher
- >
-
- NOT TRUE. I happen to know of one that can render Carmen Rizzolo's
- NCC-1701D in less than 8 megs of RAM. Stay tuned for further details.
-
- ------------------------------------------------------------------------------
- Doug Kelly Information Specialist First Consulting Group
- dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
-
- "The difference between genius and stupidity: genius has its limits."
- ------------------------------------------------------------------------------
-
-
-
-
-
-
- ##
-
- Subject: 2.9 is _HERE_ !!!
- Date: 15 Nov 1993 21:46:50 GMT
- From: <mbc@po.cwru.edu>
-
- Yes!
-
- 2.9 Amiga version just go here today. Even though I have several
- projects (homework ! ack!) to do I will try to post a comprehensive review
- and answer all those questions soon....NOT!
-
- Seriously...I will try to get into tonight and will let everyone know
- what it's like. Just couldn't resist posting here. Sorry!
-
- Render on!
-
- Mike C.
- mbc@po.CWRU.Edu
-
-
-
-
- ##
-
- Subject: Re: Trace time vs scanline
- Date: Mon, 15 Nov 93 16:22:58 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > I have been working on an animation with an undersea scenario.
- > I couldn't get the desired water effects with Scanline mode, I went to
- > Trace. Now, it is taking over 9 HOURS per frame to render! I was
- > just wondering if anybody had any experience with Lightwave versus Imagine
- > for Trace renderings and if Lightwave were substantially faster or not?
-
- LightWave has never had much effort put into its tracer and while its not
- a complete pig, it is probably not as fast as Imagine when your entire
- screen is filled with traced surfaces (as in your case). However, the big
- difference is that LightWave's scanline renderer is powerful enough that it
- can easily accomplish many tasks that Imagine must trace through. Your
- senario, for example, can easily be accomplished within LW entirely in scanline
- mode and look quite convincing. SeaQuest is a testament to that. Based upon
- the level of detail, texturing, and water effects you describe, I would venture
- to guess that you could achieve about a 10x speedup in LW over Imagine for
- the scenes you are working on.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: Imagine3.0 Demo on Aminet
- Date: Mon, 15 Nov 1993 17:21:09 -0500 (EST)
- From: "David A. Rollins" <drollin@seq.cms.uncwil.edu>
-
- There is a demo of Imagine V3.0 on aminet in /pub/aminet/biz/demo
-
-
- ##
-
- Subject: RE: imagine on ftp
- Date: Mon, 15 Nov 93 15:50:00 PST
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- So, Imagine 2.0 is now Public Domain!!?! BTW, the Imagine on ftp aminet
- has the title of Imagine 3.0! Haven't checked it out but will do so
- tonight. Maybe whoever uploaded it got the version number wrong. We shall
- see ....
- ----------
- From: imagine-relay
- To: "imagine@email.sp.paramax.com"
- Subject: imagine on ftp
- Date: Monday, November 15, 1993 7:08PM
-
- Imagine2.0 is now available on ftp aminet. It can be found in
- aminet/biz/demo. I didn't try it, but I think AmigaFormat's cover disk is
- now on PD.
- Stanis
-
-
- ##
-
- Subject: render times and backgrounds
- Date: 15 Nov 93 03:35:00 -0800
- From: Ed_Totman@ucsdlibrary.ucsd.edu
-
- Is there a way to merge a single background frame with
- parts of multiple frames to produce an animation? What I would
- like to do, to save render time, is render one frame as a
- background and then render only objects that move in all other
- frames, then merge pics. Is there a way to merge only the part
- of a pic (the part that contains the object that moves) ?
-
-
- ##
-
- Subject: Re: Trace time vs scanline
- Date: Mon, 15 Nov 93 18:45:12 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- One suggestion to try is to reduce the number of points(edges and faces too) in
- your object. There are some programs on the Amiga that will do this for you
- and try to maintain the look of the object.
-
- Pixel 3d and Interchange Plus, only on the Amiga AFAIK, will do this for you.
- There may be others.
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Happy, happy. Joy, joy.
- Date: Mon, 15 Nov 93 20:48:51 EST
- From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
-
- 2.9 for the Amiga arrived today. Here's my list of first impressions.
- bear in mind while reading this that I've only had the software a few hours.
- This is not meant to start a flame fest. Instead I would like to here
- what other 2.9 users think.
-
- GOOD STUFF
- ----------
- 1. User interface cleaned up. no more shadowed menus. more logical
- placement of stuff in requestors.
-
- 2. Lots of included textures. haven't tried them out.
-
- 3. Detail editor deformations are real nice. interactive or numeric
- modes. taper, bend, pinch,shear, stretch aand twist. THese are
- fun to play with and work well.
-
- 4. real time window in detail and stage. FINALLY. a pleasure to use.
-
- 5. Object fracture. in 2.0 you had to fracture segments or fa ces. now
- entire objects can be fractured. simple and cool. kind of like the explode
- f/x, but in the detail editor.
-
- 6. PARTICLE SYSTEM. There's been a lot of talk of particles in this list
- recently. never having used a particle system, and only understanding the
- basic concept behind them, I was unsure what all the fuss was about. Now
- I see. This is the bifggest enhancement in 2.9. The particle f/x requestor
- fills 2/3rds of the screen and will probably take me until 3.0 arrives
- to master, but it seems like time well spent.
-
- 7. STATES. although the cycle editor is still in 2.9 (perhaps only
- for compatability), I think it may be on it's way out. States let
- you save many poses in one object (like a cycle) but all of the work is
- done in the detail editor. The manual mentions that 3.0's bones will be
- tightly tied to the states feature. States is also the heart of brush
- and texture tacking.
-
- 8. LAYERS. as you load objects into the stagethey can be assigned to layers.
- then individual layers can be turned on or off to reduce clutter in the
- work area. THis is a great convenience.
-
-
- BAD STUFF
- ---------
- 1. No support for 3.0's display database. This sucks. come on Impulse.
- Please support the features that the worlds best OS gives us. A standard
- file requestor is also needed. Yours still does not sort the list. This
- is silly.
-
- 2. In the stage editor, when the Camera is tracked to an object, the
- alignment (tracking) is not updated when you move the camera. you must
- complete your move, hit the space bar and finally A-k to retrack. This
- all but defeats the beauty of a real time window. This is at the top of
- my wish list for 3.0
-
- 3. an 040 optimized version would be most welcome.
-
- 4. OPALVISION BUG. when Opalvision is selected in preferences, the machine will
- lock up upon attempting to display to the card. This only applies to
- the Amiga 4000 with Opal card. Most other software I've used with Opal
- has had this bug, and is easily fixed.
-
- 5.I was hoping for sound support. I guess this will be in 3.0.
-
- 6. Essence is no longer compatable. Hey APEX- please upgrade to
- 3.0 compatability. Imagine without essence is like Bert without
- Lonnie (or Ernie). WE WANT ESSENCE!! Need in fact. Yes, I'm begging.
-
-
- As I learn more I'll post it here. BTW- They claim 3.0 should be out
- with a manual by years end. Also, the mini manual that comes with 2.9 mentions
- that for 100 dollars or so, 4 updates a year will be availible to those
- who want them. THis is great, I only wish they had adopted this policy
- sooner.
-
- |
- steve lombardi | She won't get out of the tub. She
- stlombo@acm.rpi.edu | has morning wood. -- Beavis
-
-
- ##
-
- Subject: Re: Trace time vs scanline
- Date: Mon, 15 Nov 93 18:49:12 PST
- From: jwalkup@sfsuvax1.sfsu.edu (Jeff Walkup)
-
- Stethem Ted writes:
- > I guess my question is, if this is a typical time for Trace rendering
- > based on the number and size of the objects I am using and the amount of
- > textures being applied?
-
- Yes actually, 9 hours is not unheard of. You didn't mention what
- resolution you are rendering at, but I've gotten 10 hour times on my
- A3000 when using Trace w/shadows and the whole screen almost filled with
- a transparent & bump-mapped object. (At 736x480 rez.)
-
-
- > Other than that, is there anything obvious or simple I could be doing
- > to reduce my rendering time?
-
- You could try any of these things:
-
- Reduce the Index of Refraction on your objects - the higher, the longer
- trace times will be.
-
- Reduce the "Resolve Depth" (the number of recursive reflections). This
- is in the Config editor.
-
- Reduce the antialiasing level, also in the Config. It defaults to 30,
- but you might be able to get away with a smaller value, especially if
- you are only rendering in 640x400 (736x480 etc) or so.
-
- Alternately, or in addition, you could reduce the actual number of
- reflective/refractive objects in your scene. And you didn't mention
- whether you're using shadowed lights, but you could reduce or eliminate
- those if so.
-
- Lastly (or maybe firstly...) as someone else mentioned - reduce the
- polygon counts of your objects.
-
- All of these things will affect the look of your images, but if the
- render times are too large you will have to make decisions on where to
- sacrifice. The two things that might affect your images the least, or
- not at all, depending, are Antialiasing and Resolve Depth. I suggest
- you start with those if you can't reduce the detail (polys) of your
- objects.
-
- --
- Jeff Walkup - jwalkup@sfsuvax1.sfsu.edu - Digital Animator / Videographer
-
-
- ##
-
- Subject: Re: Imagine3.0 Demo on Aminet
- Date: Mon, 15 Nov 93 18:59:06 PST
- From: jwalkup@sfsuvax1.sfsu.edu (Jeff Walkup)
-
- David A. Rollins writes:
- >
- > There is a demo of Imagine V3.0 on aminet in /pub/aminet/biz/demo
-
- I looked at disk 1 (Imagine3-A.lha), and did not find a demo of 3.0, but
- instead what looks like the regular Imagine 2.0 INT version. It didn't
- work either - complained that I had the wrong "NTSC/PAL" version, and
- promptly GURU'd my machine. Thank gopod I wasn't rendering...
-
- In other words - BEWARE. I think, as someone on Usenet pointed out
- already, that this is a hacked version of 2.0, possibly illegal, and
- maybe virus-infected for all I know.
-
- --
- Jeff Walkup - jwalkup@sfsuvax1.sfsu.edu - Digital Animator / Videographer
-
-
- ##
-
- Subject: Re: Imagine 2.9 - It's HERE!
- Date: Mon, 15 Nov 93 22:24:17 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- Well, here are some notes for people:
-
- 0] There is a new opening screen with a new rendering etc...
- 1] I do not think the 640x400 has been addressed....but I haven't
- totally looked into it.
- 2] The new 3D perspective thing is WAY cool. This alone makes the
- program a pleasure to use now....here are some more details on it:
- - The perspective window no longer has those 2 blocks/bars
- - You can use the mouse to interactively rotate, the view,
- zoom in/out of the view, and change the perspective
- distortion of the view (FOV) in real time with bounding
- box reps.
- - There is now a great "reset" feature so you can get the perp
- view back to default, (it is now very easy to get messed
- up as there is no way to tell what angle you are look at)
- - All of this works in wireframe, hidden, shaded and new mode.
- - There is a new "New mode" This in itslef is pretty slick:
- - New mode draws items in wireframe BUT...draws them
- in the purple of orange blue black etc...color based
- on the pick select stuff etc....
- - Allows you to move and edit things in the PERSPECTIVE
- view.. ie: You can Click on an object in the
- perp view and move it around and see it as a bound-
- ing box etc.....very slick!
- 3] Quick Edges: This is similar to marking edges for sharp/soft etc..
- Some of the problems with wireframe is: A] They show all
- those nasty triangles where all you need is certain edges, and B]
- They slow down the draw time.
- With this, you mark certain edges to be drawn in window,
- then when
- you do a "Quickdraw Pick/ALL" it will ask you bounding box
- or edges....if you choose the later, only the edges that are
- selected as Quick Edges are drawn.
- 4] States: Haven't gotten totally into this yet, but it is how
- they are going to implement bones, and also brushmap tacking and
- help to fix the cycle editor.
- - I don't think this affects the cycle editor...you can still
- use it if you want.
- - It saves all the poses in 1 file which you can
- edit from the lovely Detail editor.
- - It lets you do brush tacking and morphin by the 1 file/object
- 5] Slick Stage/Animation stuff:
- There really is too much but I'll try:
- - Quick edges works in stage view as well
- - You can make a preview animation by:
- - Full objects...ie: normal
- - Quick edges: ie: save time and look only at
- whatever quick edges are defined for the object
- - Bounding box: Use bounding boxes for all objects
- These 3 optional alone will save so much
- TOOOOONS of time those old damn previews
- where you had to insert
- t emporary objects rep days are gone!
- - Camera/Light lines....
- - You can now see dotted lines in
- Quad view (once again
- including perspective view if you
- are in "new mode" where
- the bounds for the light and camera
- view are shown.
- There is also a wireframe rep of a
- camera in the "new mode"
- perspecive view (ala Toaster?!)
- - There is a new layers thing which i haven't gotten to yet but
- sounds very slick.
- - Here is a wierd one....what do you think moving the perp view
- as desribed now by the mouse stuff above
- does when you are in
- view camera mode in the Stage editor:
- Answer: In normal perp view it works like normal, but
- in Camera View mode, you can move
- the camera and rotate the scene around the point of
- view using the mouse in real time in the perp
- window. Very nice
- - Also with the "new mode" perp view, when you
- position objects around each other for animations, the
- object is drawn in real time as a bounding box in 3D so you can
- tell how it will be placed relative to other objects in the
- perp view.
- You can actually place objects and position the
- camera and angle without using track objects!
- 6] I did not notice any changes in the forms or cycle editor,
- however, in the forms editor it seems you CANNOT use
- the "new mode" for editing. :(
- 7] The spline editor seems nice....if i could figure it out!
-
- Oh well...enough for now....suffice it to say there are MANY new
- things and this is not even the full release with bones yet!
-
- I also messed with particles....made a particle sphere. It looks
- likeit figure out particle based on the number of faces or something.
- Dunno,I haven't read all of the "pre-manual" yet so i'll probably get to it
- sooner or later.
-
- Sorry for all thje tyopes and formatting erros but it's late!
-
-
- --
- +------------------------------------------------------------------------+
- | Michael Comet, mbc@po.CWRU.Edu, CWRU Software Engineer/Graphics Artist |
- +------------------------------------------------------------------------+
-
-
- ##
-
- Subject: Re: CD32 and Imagine
- Date: Mon, 15 Nov 93 21:26:14 PST
- From: DonD@cup.portal.com
-
- >With a sparkle in his eyes, Jeff Wahaus writes...
- >
- >> Wouldn't it be neat if you could hook up a CD32 to your amiga and
- >get an A1200 [with some Xtra memory and an 030] and wait for the CD32 add-on
- >module promised from Commodore.
- >Carmen Rizzolo - Crazed Artist
- >CarmenR@cup.portal.com
- >
- WARNING... CBM has already stated that the CD32 option for the A1200
- will occupy the "trap door" so kiss your 030 goodbye when you add
- that CD32 add-on. If you want a CD32 buy one, don't bother with the
- A1200 add-on.
-
- Don DeCosta
- DonD@cup.portal.com
-
-
- ##
-
- Subject: Re: Imagine 2.9 - It's HERE!
- Date: Mon, 15 Nov 93 21:48:32 PST
- From: jwalkup@sfsuvax1.sfsu.edu (Jeff Walkup)
-
- The most important question I have is: does it automatically smooth the
- keyframes like LightWave???
-
- And can you move between keyframes for an object easily? Heck, can you
- even move forward & back thru the frames without having to wait for it
- to re-load the objects each time?
-
- --
- Jeff Walkup - jwalkup@sfsuvax1.sfsu.edu - Digital Animator / Videographer
-
-
- ##
-
- Subject: Re: New Speed
- Date: Tue, 16 Nov 1993 20:00:59 +1100 (EST)
- From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
-
- This is something Rick Rodriguez and I have been talking about via E-mail
- concerning the speed of Imagine & LW. (and the A4000/040)
- He thought that it might be interesting for the rest of the IML.
- So did I so here goes.
-
-
- On 15 Nov 1993, Rick Rodriguez wrote:
-
- > 2.9 should be winging its way to you any moment. Let me know what
- > you think. I hate to disappoint you on this, but I have empirical
- > data which supports my contentions regarding speed.
- >
- > Yesterday, after my post to you, I created a simple scene which could
- > be duplicated on both Imagine and LW. It consisted of one light, my
- > nighttable object from the VRS Media Master Designers Objects Series
- > Volume 1 Bed & Bath. This object may also be found in Syndesis'
- > 3D-ROM.
- >
- > The nighttable is mapped completely with an IFF wood brush and has
- > a nice combination of flat surfaces and complex curves.
- >
- > I filled the frame with object against a black background.
- >
- > On a 4000, the image took 6 minutes in LW with rendering set to 752x480,
- > antialiasing set to low, adaptive sampling, 16. In Imagine, the image
- > took just under 5 minutes with edge level set to 8.
- > On a 2000, the Imagine image took 2:40. I couldn't test LW on the
- > 2000, but I assume the render would be around 3 minutes.
- >
- > I then traced the scene. On the 4000, the Imagine image took 8:08.
- > Lightwave took 13:03! On the 2000 (which has a Progressive 040, 28 Mhz
- > and 16 megs of RAM), the Imagine picture took 4:52!
- >
- > I shadow-mapped the Lightwave scene and re-rendered and the image took
- > about 6-1/2 minutes. Unfortunately, I couldn't get a usable shadow
- > map. I tried scaling the map all the way to 2048, but kept getting
- > a serrated edge on the shadow. Blurring it helped somewhat.
- >
- > For grins, I tested the scene in Imagine PC on a 486/66. The raytrace
- > took under 2 minutes! The scanline was 1:01.
- >
- > It's my conclusion that folks who talk about increased speed are
- > talking apples and oranges. Since I've had the "luxury" of building
- > duplicate scenes in Imagine, Lightwave and 3D Studio, I can speak very
- > matter-of-factly about rendering speed.
- >
- > Clearly, a lot of the talk of LW's speed is based on folks doing low-res
- > previews with zero antialiasing. These do seem perky. However, lowering
- > the res and eliminating antialiasing gives Imagine a speed burst, too.
- >
- > As for professional applications, LW is an excellent package because
- > Alan Hastings has been very responsive to the needs of producers and
- > has implemented features as they have been requested. Unfortunately,
- > Impulse has preferred to implement more esoteric features.
- >
- > Thank you for the opportunity to set the record straight. Please do me
- > a favor and repost this message to the entire list.
- >
- > --Rick Rodriguez
- > VRS Media
- >
- >
-
-
-
- ##
-
- Subject: Archive#43
- Date: Tue, 16 Nov 1993 20:33:36 +1100 (EST)
- From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
-
- I'm sure that I already posted this but can't remember it appearing on
- the list.
-
- Anyway, Archive #43 of the IML has been uploaded onto Aminet since I
- couldn't upload it to the usual spot on wuarchive. I'll upload it there
- when waurchive lets me.
-
- The archive is in gfx/3d directory of aminet. File arc-43.lha.
-
- The archive covers messages from Oct 1 - 31.
-
- Nik.
- (Your friendly archivist)
-
-
-
-
- ##
-
- Subject: So called Imagine 3.0 demo
- Date: Tue, 16 Nov 1993 05:33 EDT
- From: SPICE@DRYCAS.CLUB.CC.CMU.EDU
-
- The so called Imagine 3.0 demo is nothing more than a hacked/cracked
- version of the Imagine 2.0 that appeared on the Amiga Format coverdisk.
- If you've downloaded it please erase it and if you have uploaded to
- any BBS or FTP site tell the sysadmin to erase it. Impulse gives away
- Imagine 2.0 for $10 and the Euro Pirates still steal it and have the
- gall to upload it to a FTP site. Impulse is crazy if they think the
- Euro Pirates are going to pay $100 to upgrade to Imagine 3,0. All
- they've done with this coverdisk giveaway is alienate people who
- are likely to actually buy the upgrade in favor of people who wont
- buy it at any cost. Smart move Impulse.
-
- Scott Corley
-
- spice@drycas.club.cc.cmu.edu
-
-
- ##
-
- Subject: Imagine 3.0 demo
- Date: Tue, 16 Nov 1993 06:17:01 -0700
- From: "Jeff Wahaus, CAPS, ATL, 404-640-3529" <JEFF_W1@sfov1.verifone.com>
-
- > The so called Imagine 3.0 demo is nothing more than a hacked/cracked
- > version of the Imagine 2.0 that appeared on the Amiga Format coverdisk.
-
- Why would anyone need to crack Imagine 2.0? It was not copy protected in
- any way. In what way is the file hacked?
-
- I got the "Imagine 3.0 demo" and could not de-arc it. All of the files
- in the archive seemed to not have a filename. I guess I need a newer
- version of LHA. I think I'm using v1.16.
-
- Has anyone checked this file for viruses?
-
- -Jeff Wahaus-
- jeff_w1@verifone.com
-
-
-
- ##
-
- Subject: Re: Imagine 3.0 demo
- Date: Tue, 16 Nov 93 8:17:47 PST
- From: jwalkup@sfsuvax1.sfsu.edu (Jeff Walkup)
-
- > Has anyone checked this file for viruses?
-
- Well, I erased it, so I can't tell you if there's any virii in it. But
- I checked my system afterwards with Virus Checker 6.32, and it didn't
- find anything.
-
- --
- Jeff Walkup - jwalkup@sfsuvax1.sfsu.edu - Digital Animator / Videographer
-
-
- ##
-
- Subject: Re: Imagine 2.9 - It's HERE!
- Date: Tue, 16 Nov 93 12:05:07 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- >
- >You mention editing in Detail editor in perspective. Can you actually
- >move points and faces or not ? This would be way cool if possible.
- >
- >Nik.
- >
- >
- >
- >
-
- Yes, it draws the points faces etc in perspective, and you can
- select and move them in the perspective window with clicking, bounding box
- and lasso etc...
-
- Pretty neat.
-
-
- --
- +------------------------------------------------------------------------+
- | Michael Comet, mbc@po.CWRU.Edu, CWRU Software Engineer/Graphics Artist |
- +------------------------------------------------------------------------+
-
-
- ##
-
- Subject: More on 2.9
- Date: Tue, 16 Nov 93 12:21:11 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- I had more time to play around with 2.9 here are some more goodies:
-
- - States: Basically this makes the cycle editor obsolete, though
- they said they will keep it in the program since some
- people have things like cycle man etc...
-
- - All you do is make an object or group of objects in a heirarchy
- and in any configuration settings etc you want.
- Then you create a state. Now you can manipulate, mash and
- mutilate your object and also move the groups arounds etcc.
- then you make another state.
- Finally you just morph the object by state names. Thus, one
- object can hold all the morph positions etc...1 file.
- Better yet, the texture and brush map requestors have a slot
- where you enter the "lock state". This is the state where
- it figures how to tack the brushmap and texture to the
- object.
- - so, to tack a brushmap, you just apply it, make a state, and tell
- it to lock to that state, then you can make other states
- etc....and morph them and the brushmap/texture will follow.
-
- - Also, there is no longer any problems with having to worry about
- axis size and placement (ie: cycle setup) etc...if you use
- states.
-
-
- Particles: Here is what I think i have figured out about it. I
- may be wrong of course:
-
- - There are 2 particle "Things" in imagine. 1 are particle objects
- where when you render your object each face is rendered as
- a small block, pyramid, dodecohedran etc..... and the
- other is particle motion FX.
-
- - The object part basically renders an object so that where each
- face would be there is now one of these nifty objects that
- you specify. Then can tell it how to align etc..etc...
-
- - The motion will work on any object...is breaks up each face and
- manipulates it etc...thus you can render particle motion
- for particle objects, or normal objects whose faces just
- fly all over the place.
-
- - I managed to make a particle anim where this sphere explodes and
- graviates to the ground plus bounces off the ground until
- everything comes to rest.
-
- - There is also a wind thing which blows particles etc..etc...
-
- TONS of options etc...
-
- Gotta go!
-
-
- --
- +------------------------------------------------------------------------+
- | Michael Comet, mbc@po.CWRU.Edu, CWRU Software Engineer/Graphics Artist |
- +------------------------------------------------------------------------+
-
-
- ##
-
- Subject: Re: Imagine3.0 Demo on Aminet
- Date: Tue, 16 Nov 1993 12:29:53 -0600 (CST)
- From: Trin Yuthasastrackosol <yuthas@cc.umanitoba.ca>
-
- On Mon, 15 Nov 1993, Jeff Walkup wrote:
-
- > David A. Rollins writes:
- > >
- > > There is a demo of Imagine V3.0 on aminet in /pub/aminet/biz/demo
- >
- > I looked at disk 1 (Imagine3-A.lha), and did not find a demo of 3.0, but
- > instead what looks like the regular Imagine 2.0 INT version. It didn't
- > work either - complained that I had the wrong "NTSC/PAL" version, and
- > promptly GURU'd my machine. Thank gopod I wasn't rendering...
-
- Yah..I get that problem until I switch to PAL mode, then it runs fine, except
- that about 20% of the screen is missing at the bottom. Easy to fix tho',
- just change the bytes in the program which specify the vertical
- resolution from 256 to 200 and it will open with the whole screen.
- Stil have to run it in PAL unfortunately.
- Anyways, I don't think Imagine2.0 should have been uploaded to aminet
- . Has anyone asked Impulse about this?
- Expecting 2.9 anyday now :-).
- ___
- Trin Dominic Yuthasastrakosol | Definition: Bigot (noun). Someone
- Dept. Pharmacology and Therapeutics | who zealously holds a set of ideas,
- University of Manitoba | beliefs or opinions which are
- A5002MbChip1MbFastSupraturbo28GVPII354Mb| different from yours.
-
-
-
-
- ##
-
- Subject: morphing
- Date: Tue, 16 Nov 1993 11:14:18 -0700 (MST)
- From: LESK@CC.SNOW.EDU
-
- Hello all;
- It seems I have failed to grasp the morphing everyone is
- talking about. I have a logo I am trying to morph into a drill bit,
- I created the bit in vertex and made sure aces etc. were all the same count
- as the logo. In the cycle editor the logo change postion but not shape.
- So I tried a box in the detail editor saved it, then distorted the box by
- moving points here and there stretching it out of shape then saving that.
- now in cycle editor I loaded the box then went to frame 15 then loaded
- (I think it was position or picture?) but again the box moved its location
- on the screen but no distortion of the box itself. Is there an actual
- morph menu or selector I am missing somewhere?
-
- Thanks All
- Lesk
-
-
- ##
-
- Subject: RE: render times and backgrounds
- Date: Tue, 16 Nov 93 10:58:42 PST
- From: 16-Nov-1993 0514 <leimberger@marbls.enet.dec.com>
-
- > Is there a way to merge a single background frame with
- > parts of multiple frames to produce an animation? What I would
- > like to do, to save render time, is render one frame as a
- > background and then render only objects that move in all other
- > frames, then merge pics. Is there a way to merge only the part
- > of a pic (the part that contains the object that moves) ?
-
- I did this once. I had rendered Steve Worleys fire tutorial and wanted
- to use it as a background, So what I did was I made a cycleman anim,
- and I set the reflective map to a frame of the fire anim, and also
- the background. Then I went into the action editor, and incremented
- the fire pic frames in the globels. I ended up with a chrome cycle
- man that when he moved had all the right reflections. I did it manually,
- but ISL or such should allow you to do it with less manual overhead.
- The completed anim was quite nice. This has it's limits because you
- are using both the reflected, and background in the action editor, so
- their not available for oher effects. However it served me well for
- this anim. Pretty crude but then it was just an experiment.
-
- bill
-
-
- ##
-
- Subject: Could you upload 2.9 particle animations?
- Date: Tue, 16 Nov 1993 13:45:00 -0600 (CST)
- From: DCG9367@tntech.edu
-
- Michael Comet said:
-
- > - The motion will work on any object...is breaks up each face and
- > manipulates it etc...thus you can render particle motion
- > for particle objects, or normal objects whose faces just
- > fly all over the place.
- >
- > - I managed to make a particle anim where this sphere explodes and
- > graviates to the ground plus bounces off the ground until
- > everything comes to rest.
- >
- > - There is also a wind thing which blows particles etc..etc...
-
-
- Could you post some of these animations for us who don't have 2.9 yet?
- I would really like to see some of what 2.9 can do before I upgrade.
-
- Thanks
-
-
- ##
-
- Date: Wed, 17 Nov 1993 12:30:49 +1100
- From: imagine-relay@email.sp.paramax.com
-
- > Doew anybody know what is the DPS PAR system. I know that it has to do
- > with real time animation. I also want the address and the phone/fax numbers
- > for that company.
- >
-
- Yep. Real time 24 bit full screen animation playback. CAn also be used
- with the DPS TBC 4 for real time capture of video ie: nice for rotoscoping
- too though i don't have a tbc 4.
-
- Anyhow, I am using the product with Imagine, Vista Pro 2 etc.... Unbelievable.
- BTW, if you don't have a recent copy of ADPro 2.3.0 or whatever you may have
- some little problems. I have 2.1.5 and sometimes the machine crashes. I have
- found out that it is a problem with ADPro and NOT the PAR....upgrading adpro
- will fix the problem.
-
- The interface is great, and easy to use. I am quite happy with the quality
- SVHS AND VHS is all I use so I can't vouch for the Betacam output....though
- I've heard it's really good.
-
- If you want to do 24 bit anims and have the money, this is a must for any
- animator. No more drop outs etc...
-
- The best thing is you can render different anims/scenes and can then edit them
- how you want.
-
- Also hold about 5,000-10000 still frames too.
-
- Here is the address:
-
- DPS - Digital Processing Systems
- 11 Spiral Drive, Suite 10
- Florence, KY 41042
- Phone: (606) 371 5533
- Fax: (606) 371 3729
-
-
- Mike C.
-
- PS: I am not affiliated with DPS, I'm just a happy customer.
-
-
-
-
- ##
-
- Subject: Re: IMAGINE PC
- Date: Sat, 16 Oct 93 20:52:12 MDT
- From: pringleg@cuugnet.cuug.ab.ca (Greg Pringle)
-
- Thanks for all the great info re: imagine PC, everyone! I
- really appreciate everyone resisting the urge to launch into
- IBM vs. Amiga bashing. I've been tracking down the utility programs
- mentioned, and after I get a chance to test them out, I'll try
- and post a summary of what is available where.
-
- Greg
-
- --
- +------------------------------+---------------------------------------+
- | Greg Pringle | Amiga VBBS - Multitasking, Windowed |
- | pringle@cpsc.ucalgary.ca | BBS'ing! |
- | pringleg@cuugnet.cuug.ab.ca | VBBS 14.4K: (403) 284-2048 & 284-5625 |
- +------------------------------+---------------------------------------+
-
-
-
-
- ##
-
- Date: Wed, 17 Nov 1993 15:41:44 +1100
- From: imagine-relay@email.sp.paramax.com
-
- > Hello all;
- > It seems I have failed to grasp the morphing everyone is
- > talking about. I have a logo I am trying to morph into a drill bit,
- > I created the bit in vertex and made sure aces etc. were all the same count
- > as the logo. In the cycle editor the logo change postion but not shape.
- > So I tried a box in the detail editor saved it, then distorted the box by
- > moving points here and there stretching it out of shape then saving that.
- > now in cycle editor I loaded the box then went to frame 15 then loaded
- > (I think it was position or picture?) but again the box moved its location
- > on the screen but no distortion of the box itself. Is there an actual
- > morph menu or selector I am missing somewhere?
- >
- > Thanks All
- > Lesk
-
- Morphing is done in the Stage and Action editors, NOT the cycle editor,
- though you can morph Cycle objects.
-
- I am pretty sure there is a morph tutorial in the manuals.
-
- All you have to do is to add an object, and then add to its actor timeline
- in the Action editor to tell it the morph target, and then set the transition
- frame count in the same requestor.
-
- Mike C.
- mbc@po.CWRU.Edu
-
-
-
-
- ##
-
- Subject: Imagine Screen Sizes
- Date: Sat, 23 Oct 1993 05:44:07 -0700
- From: "Jeff Wahaus, CAPS, ATL, 404-640-3529" <JEFF_W1@sfov1.verifone.com>
-
- > True, the rendered sizes can be set from the Imagine.config file, but I'd
- > be happy for you to show me which numbers to change to swap the interfaces
- > between PAL/NTSC screen sizes. I'm pretty sure it can't be done so easily.
- >
- > AFAIR, the NTSC version will use screen sizes in the region of 640 x 480
- > for the interfaces, whilst PAL screens are 640 x 512 (at least the ones I
- > grabbed with GrabIFF are...).
- >
- > Gary
-
- Actually the screen size for Imagine can be easily changed. All you
- have to do is find a good HEX editor and patch the executable. The
- bytes to change were posted here not long ago.
-
- -Jeff Wahaus-
-
-
-
- ##
-
- Date: Wed, 17 Nov 1993 15:47:14 +1100
- From: imagine-relay@email.sp.paramax.com
-
- You don't morph in the Cycle editor, you do it in the Action editor. The
- first tutorial in the 1.1 manual (if you have it) is a nice morph of a
- sphere into a cube.
-
- Basically, add your first actor in the first frame. Then add the second
- actor ON THE SAME ACTOR LINE, and specify how many transition frames you
- want the morph to take. Save your work. Go into Stage, and look at one of
- the transition frames. Should be what you're looking for.
-
- BTW, point count ain't all you have to match. All the points, edges and
- faces also have to be drawn in the same ORDER, or no go. That's why it's
- usually best to start with your most complex object, mash it into a
- plane/sphere/whatever primitive, and morph from that. If you have to
- morph a complex shape from a complex shape, try using a sphere as an
- intermediate object, and just swapping spheres in a single frame, e.g.:
-
- Object1------->sphere1
- sphere2--------Object2
-
- Where each sphere has the same color/brushmap/texture, but point count
- matching the respective Object. Other primitives work well, too. A plane
- magnetically drawn up into an amorphous blob is good for T2 effects.
- ------------------------------------------------------------------------------
- Doug Kelly Information Specialist First Consulting Group
- dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
-
- "The difference between genius and stupidity: genius has its limits."
- ------------------------------------------------------------------------------
-
-
-
-
- ##
-
- Date: Wed, 17 Nov 1993 16:05:15 +1100
- From: imagine-relay@email.sp.paramax.com
-
- > From: Rick Rodriguez
- >To: TedS
- >Subject: Re: Trace time vs scanline
- >Date: Monday, November 15, 1993 10:20PM
- >
- >Nine hours seems like a long time. Maybe you can reduce index of
- >refraction. That lengthens rendering considerably. Also play with
- >your edge level in the Preferences editor. Make sure it's no lower
- >than 8. You might also lower the number of iterations if you don't
- >have a lot of reflectivity. I've gotten away comfortably with 3
- >recursions.
- >
- >Of course, the best bet is an '040 with lots of 32-bit RAM! Or better
- >still, a 486/66 or Pentium (mine arrives tomorrow).
- >--Rick Rodriguez
- __________________________________________________________
-
- Yes, I have received several suggestions to do these things. So far, no
- decrease in rendering time. I haven't tried less anti-aliasing yet or
- investigated change in size in Stage Editor and resulting differences in
- rendering time.
- I do have an '040 with 32-bit RAM but maybe not enough. Of course, based
- on a past speed comparison between '040/33MHz and 486/66MHz, the rendering
- time could be half what it is with a 486/66 MHz! And then there is those
- privileged few that will be getting a Pentium system! I am glad to hear
- that you will be leaving me behind in the dust |:^(
-
-
- ##
-
- Subject: trace rendering
- Date: Tue, 16 Nov 1993 19:38:12 -0500 (EST)
- From: galandt@cgrg.ohio-state.edu (Gigi Alandt)
-
- I'm having a problem rendering a project. Actually, I can get the system
- to render I just can't get any of my objects to show up. I've got
- reflective glass surfaces so I definately want to use trace (I can get the
- images to show up if I'm in scanline) I set my global size at 0 and I
- scaled down all my elements to as small as I thought was necessary, and I'm
- talking pretty darn small!! still no luck....
- My presets are hires, ILBM 12bit. For some odd reason stereo 3D wont
- turn off. I don't know if this has anything to do with why I can't get my
- images to render.
- Does anybody have any advice??
- I'd appreciate your help thanks.
-
-
- ##
-
- Subject: Re: DPS PAR
- Date: Tue, 16 Nov 1993 21:13:59 -0500 (EST)
- From: kingb@echonyc.com (Andrew McDonald)
-
- For people using a PC, DPS says that a version of PAR will be available in
- Q1/94. Still working on the software interface.
-
- Andrew.
-
-
- ##
-
- Subject: 2.9 particle question
- Date: Tue, 16 Nov 93 18:30:07 EST
- From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
-
- Someone here (perhaps Jeff) mentioned they made a rain particle animation. I
- am trying the same thing but have a problem setting the particles in motion.
- here's what I did:
-
- 1. made a 4X4 plane in detail editor. in particle requester I went for small
- inscribed spheres. saved it.
-
- 2. in stage placed the plane 300 units above z.
-
- 3. in action added the particle effect from 1 to 20 frames. checked the
- rain box. set ttravel distance to 300. set ground Z coordinate to 0 (the
- ground)
-
- Now the wierd part. if I return to the stage at frame 1 the particles are
- already scattered from the origin point to the ground. well, ok maybe
- that''s normal and in the next 19 frames the rest will follow. However
- there is no movement on the next 19 frames. all particles remain
- in place. I've tried adding bounce and even altering some of the
- parameters that don't seem to apply to what I was doing. No difference.
- What am I missing here?? anyone?
-
- |
- steve lombardi | She won't get out of the tub. She
- stlombo@acm.rpi.edu | has morning wood. -- Beavis
- |
-
-
-
-
-
-
-
-
- ##
-
- Subject: No Demo From Impulse
- Date: Tue, 16 Nov 1993 22:29:45 -0500 (EST)
- From: MCA94ISA09@RCNVMS.RCN.MASS.EDU
-
- Greetings All :)
-
- I spoke with Arv at Impulse this morning to check if the "demo" was in any way
- sponsored or endorsed by Impulse. Surprise, surprise, they don't. I
- downloaded it the night it came out, and checked the files for viruii. The
- files are clean, but they aren't the real thing either. Impulse says that the
- only quasi-PD release they have made is the Amiga Format cover disk.
-
- I also would LOVE to see the particle animation(s) uploaded for FTP. I don't
- have 2.9 (yet), and am curious to see what the new version is capable of.
-
- -Bob
-
- Robert J. O'Connell Producer/Videographer/Amigan/Imagineer
- The Massachusetts College of Art / Studio for Interrelated Media
-
-
-
-
-
-
- ##
-
- Subject: re: 2.9 pro/con
- Date: Tue, 16 Nov 1993 21:03:22 -0500 (EST)
- From: kingb@echonyc.com (Andrew McDonald)
-
- > 2.9 for the Amiga arrived today. Here's my list of first impressions.
- >
- > 2. In the stage editor, when the Camera is tracked to an object, the
- > alignment (tracking) is not updated when you move the camera. you must
- > complete your move, hit the space bar and finally A-k to retrack. This
- > all but defeats the beauty of a real time window. This is at the top of
- > my wish list for 3.0
- >
-
- I have been using 2.9 furiously since last Tuesday night, (ack! get a
- life), depending on the animation, a camera track object may not be
- necessary. The real-time window in the stage editor allows you to track
- the camera right there, just use the "A"ngle and "Z"oom buttons to move
- the camera in and out of the scene and rotate.
-
- The real-time window will also handle camera rotations performed in other
- windows using the usual x,y,z axis' stuff, and camera lines combined with
- the real time preview allow much more precision of camera field of view
- (scale on x and y).
-
- RE: Essence Textures
-
- Seems Impulse took a good look at the Essence textures and incorporated
- most of the ideas into the new texture set included with v2.9. While some
- of the Apex implementations of fractal noise are better, the new Impulse
- textures go far beyond the old collection. I can get a pretty good grass
- out of one of the bump textures, and coolfir is way cool. Also, crumpled,
- if done right, will give that "underwater in a swimming pool" look.
-
- I'm a little disappointed with the limitations of particles, but for the
- money Imagine 2.9 gives me a good start. Not too many desktop 3D programs
- have done much in this area besides the IPAS routines for 3D Studio. I
- really haven't used the 3DS particles, so can't make any useful
- comparisons. Note, I'm not sure if my disappointment with particles is
- with Imagine, or the particle concept. As it stands, the particle f/x is
- just another exploding triangle effect, while the detail editor particle
- objects can be very cool. Unfortuneately, there is no way to easily morph
- an object exploding into nice cubed particles since I don't have the math
- background to compute the increase in points/edges/faces when an object is
- made particle.
-
- Whew. Sorry to use up so much bandwidth.
-
- Andrew.
-
-
- ##
-
- Subject: Re: Could you upload 2.9 particle animations?
- Date: 17 Nov 1993 03:19:17 GMT
- From: <mbc@po.cwru.edu>
-
- >
- > Could you post some of these animations for us who don't have 2.9 yet?
- > I would really like to see some of what 2.9 can do before I upgrade.
- >
-
- Sure....if anyone can point to me to a site where I can upload some
- JPEG stills and anims, i will do so. I wonder if wuarchive is still down.
- Anyone know of ANOTHER site?
-
- Mike C.
- mbc@po.CWRU.Edu
-
-
-
-
- ##
-
- Subject: Imagine 3.0, uhhh...
- Date: Tue, 16 Nov 1993 22:47:00 -0500
- From: charles.blaquiere@canrem.com (Charles Blaquiere)
-
- ...well, not quite. (WARNING: this message is one big spoiler! If you don't want
- to spoil the surprise when you receive Imagine, don't read this!)
-
- What I got was Imagine 2.9. Yep, Impulse has yet some more delivery problems. Not
- all bugs have been squashed, so they have released an interim version whimsically
- called "2.9 -- in construction". There's no manual (that'll be included in the
- no-charge "real" 3.0 upgrade), but Mike Halvorson did include a 25-page
- description of the new features, written in Mike's inimitable style.
-
- Here's what DIDN'T make it:
-
- BONES
- KINEMATICS
- IMPROVED ANTI-ALIASING
- NEW LIGHT SOURCES WITH IMPROVED SHADOWS
- SHADOW MAPPING
- NEW STAGE & ANIMATION TOOLS
-
- And here's what DID make it:
-
- DETAIL
- ------
-
- -QUICK EDGES: Instead of a bounding box in Quickdraw, you pick some
- representative edges of your object.
- -MOUSE PERSPECTIVE VIEW CONTROL: Change alignment, zoom level and perspective
- level by moving the mouse.
- -ACTIVE PERSPECTIVE VIEW: Pick and edit anything by clicking on it in the
- Perspective view, just like the other 3 views.
- -LOAD/SAVE DXF: exchange AutoCAD objects with your friends.
- -OBJECT DEFORMATION TOOLS: Twist, shear, taper, pinch, bend, stretch. Numerical
- or mouse-interactive with live redraw.
- -LATTICIZE: Your object is turned into a latticework where only its edges will
- show; adjustable edge width.
- -APPLIQUE: You select an IFF map which will be wrapped around your object, and
- move its points in and out like an altitude map -- except the points are _really_
- displaced. Different from Lightwave since the displacement map is not separate
- from the object, i.e. you can't make the map travel across the length of your
- swimming shark. Imagine's implementation results in a single deformed object.
- -WAVE: Like the Ripple F/X, only in Detail.
- -CHECK OBJ: When importing an "Imagine format" object from a 3rd-party program,
- you can check its validity to make sure it's fully Imagine-legal.
- -STATES: A morphing tool, a superset of the Cycle editor. You create an object
- (your "base object"). You then de
- form it, change its attributes and/or move its
- elements if it's a hierarchy. The new object is called a "state"; for example,
- "sitting man", "standing man" and "man with raised hand and big nose" are states;
- the third state also incorporated some point deformations. All those states are
- saved in the same object file. You can then morph, in the Action editor, from one
- state to any other, in any order, revisiting some previous states if you wish. It
- blends object morphing and cycle objects in an elegant manner.
- -RENDER PALETTE: You can force Imagine to use a locked palette, or that from an
- image on disk. Great for PC users who wait forever for Imagine to "cleanup" a
- quickrender -- i.e. bring it down from 24-bit to 256 colors for viewing.
- -PARTICLE: Will associate a particle object (e.g. a small pyramid -- can be any
- Imagine object) with each triangular face of an object. The faces will not
- render, just the particles. Particles are animated by applying a "particle" F/X
- to the object in the Action editor. The F/X affects the invisible faces (like
- "explode", but infinitely more complex), which in turn affects the particles.
- More in "Action editor", below.
-
- SPLINE
- ------
-
- A brand new editor! Select any Postscript font, enter some text and your words
- appear in 2-D. You can then extrude and bevel, with a choice of bevel styles, and
- save as an Imagine object. Face subgroups will automatically be created, with
- names such as "BACK FACE" or "FRONT BEVEL". Heaven. Sheer heaven. With user-
- defined detail level, too, for those times when a 10,000-face logo is just too
- much. Apart from importing Postscript fonts, you can draw your own (closed)
- spline curves, with full spline control, not just the old Imagine "path" control
- point rotation. For example, you can drag a control point's handles independently
- to make a sharp corner. Again, this is a 2-D editor; its only 3-D capabilities
- are straight extruding and bevelling.
-
- ACTION
- ------
-
- -ASSOCIATE: Forces a "slave" object (e.g. the camera) into a fixed distance and
- angle from a "d
- river" object (e.g. a rollercoaster car). Much easier than
- creating separate motion paths or fiddling around with track objects.
- -LAYERS: Each actor lives in a layer (0-99); many actors usually share the same
- layer. This lets you turn whole groups on or off in the Stage editor, to speed up
- scene adjustment.
- -PARTICLE F/X: As described in "Detail editor", a particle object has one small
- object assigned to each (invisible) of the object's triangular faces. This F/X
- controls face movement, which in turn controls the visible particles.
- -REVERSE, GO BACK: Like "explode".
- -DELAY motion start depending on particle distance from object axis.
- To make your particles start moving, wave-like, at different times.
- -RAIN: vertical movement control. Gravity, bounce plane Z position,
- elasticity (how strongly particles bounce back)
- -WIND: horizontal movement control. Direction, speed, start/end frames.
- -PARTICLE SCALING & DELAY: Like "explode".
- -MIN/MAX ROTATION, ANGLE FROM X, FROM Z: Random individual variation.
- -ACCELERATION FRAMES
- -EMISSION AMOUNT: How many particles/frame are ejected from the object,
- a la "Deep space 9" meteor intro.
-
- STAGE
- -----
-
- -LAYERS: Make any layer(s) invisible to reduce redraw times. As a safeguard, all
- layers will automatically be used when _rendering_ the project.
- -CAMERA & LIGHT LINES: shows lines beaming out of the camera and spotlight-type
- lights, to visualize where their field of vision/influence ends.
- -CAMERA VIEW: Adjusting the Perspective view will change the corresponding camera
- position and angle. An alternative to adjusting the camera.
- -CLONE: Once you've put in all the work needed to define an actor's fancy
- timelines, you can create another actor with the same data, then make only those
- adjustments needed to differentiate the second actor from the first.
-
-
-
- As expected, Imagine feels a whole lot more like Lightwave now. Even if such
- niceties as Bones and Kinematics aren't available yet, what _is_ there is more
- than enough to play with for many, many moons. I'm sure you have m
- any questions,
- but for now, it's time I went to sleep.
-
-
-
- ##
-
- Subject: re: 2.9 pro/con
- Date: Wed, 17 Nov 1993 14:21:00 -0500
- From: rosario.salfi@canrem.com (Rosario Salfi)
-
- According to Steve Worley, it won't take him long to update the essence
- textures to work with Imagine 3.0. I have faith in him and Apex's
- ability to keep up with Imagine.
-
-
- ##
-
- Subject: re: 2.9 pro/con
- Date: Wed, 17 Nov 93 18:26:01 EST
- From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
-
- > I have been using 2.9 furiously since last Tuesday night, (ack! get a
- > life), depending on the animation, a camera track object may not be
- > necessary. The real-time window in the stage editor allows you to track
- > the camera right there, just use the "A"ngle and "Z"oom buttons to move
- > the camera in and out of the scene and rotate.
- >
-
- Yea, but I still like to track to an object and move the object around.
- since the real time window doesnt recalculate camera angle it defeats
- the purpose here. I called Impulse on this. They have something in the
- works for 3.0 to take care of this.
-
-
- > with Imagine, or the particle concept. As it stands, the particle f/x is
- > just another exploding triangle effect, while the detail editor particle
- > objects can be very cool. Unfortuneately, there is no way to easily morph
- > an object exploding into nice cubed particles since I don't have the math
- > background to compute the increase in points/edges/faces when an object is
- > made particle.
- >
-
- COMBINE THEM!!!! The particle f/x (although it will work with any objects
- triangles) is meant to work with those cool detail editor particle objects.
- try it. make an object in detail. assign particles to it. save it.
- load in action editor. assign the particle f/x and render.
-
- |
- steve lombardi | She won't get out of the tub. She
- stlombo@acm.rpi.edu | has morning wood. -- Beavis
-
-
- ##
-
- Subject: Re: Sphere primitive doesn't work
- Date: Wed, 17 Nov 1993 14:04:27 -0800 (PST)
- From: Doug Kelly <dakelly@class.class.org>
-
- The sphere primitive (as in 1.1) is a mathematical construct, not a set of
- discrete points. The wireframe you see is just an approximation. Use the
- Sphere listed with the other primitives, where you can define the point
- count, and you'll be able to edit it.
- ------------------------------------------------------------------------------
- Doug Kelly Information Specialist First Consulting Group
- dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
-
- "The difference between genius and stupidity: genius has its limits."
- ------------------------------------------------------------------------------
-
-
-
-
- ##
-
- Subject: Rotation
- Date: Wed, 17 Nov 1993 16:13:33 -0600
- From: christopher arthur <amadaeus@ccwf.cc.utexas.edu>
-
- Hello...I have Imagine 2.0, and I'm trying to make an animation
- of a ball that spins for a bit, then slows down and stops.
-
- I figured the best way to do this was to define a circular path
- in the plane intersecting the axis of rotation. The path was centered
- with the ball. I set a track object on the path, and then locked the
- alignment of the ball to the position of the track object. This way,
- I can control the rate of angular acceleration of the ball with the
- speed of the track object. It should work fine, except that
- when the rotation of the ball exceeds a total of 90 degrees, it flips on
- it's z-axis 180 degrees. That is, it flips 180 degrees on an axis
- purpendicular to rotation... WHY???? How can I avoid this problem?
-
- Chris Arthur
-
-
-
- ##
-
- Subject: Sphere primitive doesn't work
- Date: Wed, 17 Nov 93 20:11 GMT0
- From: Jacek Artymiak <jartymiak@cix.compulink.co.uk>
-
- I've got my 2.9 PAL upgrade a couple of days
- ago. I noticed that it impossible to apply
- Deformations or different Pick/Add modes to
- the sphere primitive (Function/Add/Sphere).
- Anyone encountered similar problems?
-
- BTW. There will be a full review/tutorial in
- the next issue of bitmap. Sorry couldn't
- resist the plug ;-)
-
- -----------------------------------
- bitmap: The Amiga Graphics Magazine
- -----------------------------------
-
-
- Jacek
-
-
- ##
-
- Subject: Volcanoes
- Date: 17 Nov 1993 16:32:48 U
- From: "Shalini Govil" <shalini_govil@maca.sarnoff.com>
-
- Subject: Time:5:42 PM
- OFFICE MEMO Volcanoes Date:11/17/93
- Hi all..
- I wanted to create a volcanoe, so I presume the best way is to give it a
- fractal terrain texture? Is this provided in Essence? If so, can somepne please
- give me the no of Apex software? Thanks a ton
- Shalini
-
-
-
-
-
- ##
-
- Subject: Re: Sphere primitive doesn't work
- Date: Wed, 17 Nov 1993 16:12:13 -0600 (CST)
- From: Daniel Jr Murrell <djm2@Ra.MsState.Edu>
-
- >
- >
- >
- > I've got my 2.9 PAL upgrade a couple of days
- > ago. I noticed that it impossible to apply
- > Deformations or different Pick/Add modes to
- > the sphere primitive (Function/Add/Sphere).
- > Anyone encountered similar problems?
-
- No, you can't deform the sphere primitive. It doesn't have any real
- points to deform around. Deformations only work when there is a point to
- pivot/twist/whatever around. Try the faceted sphere instead.
-
- A question:
- I was going to wait until 3.0 is out to upgrade. Y'all think I ought
- to go ahead and do it now? I'm getting really jealous listening to the
- stories about the particle systems, deformations, real-time perspective
- window updating, etc.
-
-
- >Jacek
-
- Danimal
-
-
-
- ##
-
- Subject: 2.9 - Improved keyframe system?
- Date: Wed, 17 Nov 93 9:51:02 PST
- From: jwalkup@sfsuvax1.sfsu.edu (Jeff Walkup)
-
- Does 2.9 do splined keyframes (automatically smoothing the motion;
- ease-in/ease-out etc...) like LW?
-
- Also very important, are there "next/prev key" buttons? Can I move
- thru the frames without waiting for the scene to reload from disk?
-
- --
- Jeff Walkup - jwalkup@sfsuvax1.sfsu.edu - Digital Animator / Videographer
-
-
- ##
-
- Subject: Re: 2.9 particle question
- Date: Wed, 17 Nov 93 12:32:09 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- >
- >Someone here (perhaps Jeff) mentioned they made a rain particle animation. I
- >am trying the same thing but have a problem setting the particles in motion.
- >here's what I did:
- >
- >1. made a 4X4 plane in detail editor. in particle requester I went for small
- >inscribed spheres. saved it.
- >
- >2. in stage placed the plane 300 units above z.
- >
- >3. in action added the particle effect from 1 to 20 frames. checked the
- >rain box. set ttravel distance to 300. set ground Z coordinate to 0 (the
- >ground)
- >
- >Now the wierd part. if I return to the stage at frame 1 the particles are
- >already scattered from the origin point to the ground. well, ok maybe
- >that''s normal and in the next 19 frames the rest will follow. However
- >there is no movement on the next 19 frames. all particles remain
- >in place. I've tried adding bounce and even altering some of the
- >parameters that don't seem to apply to what I was doing. No difference.
- >What am I missing here?? anyone?
- >
- > |
- >steve lombardi | She won't get out of the tub. She
- >stlombo@acm.rpi.edu | has morning wood. -- Beavis
- > |
- >
- >
- >
- >
-
- Try raising your Gravity Constant, and decreasing the Maximum time
- to H velocity and Z velocity or whatever it is labeled.
-
-
- --
- +------------------------------------------------------------------------+
- | Michael Comet, mbc@po.CWRU.Edu, CWRU Software Engineer/Graphics Artist |
- +------------------------------------------------------------------------+
-
-
- ##
-
- Subject: Re: Wine glass from balls
- Date: Wed, 17 Nov 93 08:37:20 PST
- From: The_Doctor@nesbbx.rain.com (Michel J. Brown)
-
- In <199311170403.UAA27198@mail.netcom.com>, bdady@netcom.com (Brian Dady)
- writes:
- > Is there an easy way to just join the two spheres at the edge by
- > pairing the points?
- >
- Sure, just set a plane on top of the to hemispheres, then slice the object, an
- d delete the unwanted material from the find requester. I have used this
- approach, and guess I'm the only person who has no problem with the slice
- function :^) Actually, I use a Ginsu! Hope this helps, good luck!
- Virtually yours,
- Michel
-
-
-
- ||
- __||__ The opinions expressed by this author
- Michel_J._Brown@nesbbx.rain.COM __ __ are mine, and mine alone, and anybody
- || claiming any resemblance to ideations
- || on my part should be ashamed to admit
- || it publicly! God Bless, and BCNU!
-
-
-
- ##
-
- Subject: Thanks all
- Date: Wed, 17 Nov 1993 8:03:40 -0700 (MST)
- From: LESK@CC.SNOW.EDU
-
- Thank you for your input everyone;
- It seems I really blundered in the cycle editor, all the morphing
- takes place in the action editor. It is very important though that not
- only the same quantity of points, faces, edges be the same but that they
- have to be drawn in the same order. It sounds like I cannot make two
- distinct objects and then morph them I actually have to modify my most
- complex of the two into the second form. I am afraid to get the great
- beveled edge along the blade etc. is going to be beyond my time frame
- for this project. It was a good idea though.
-
- Thanks to all of you who responded it was a great help.
- Lesk
-
-
- ##
-
- Subject: Imagine on Aminet
- Date: Tue, 16 Nov 1993 18:42:55 -0600 (CST)
- From: kalb0003@gold.tc.umn.edu
-
- Talked to Impulse about Imagine 2.0 on Aminet.
-
-
- They were aware.
-
-
- They were NOT pleased.
-
-
- They arranged to have the file taken off-line. I successfully
- ftp-ed it from wuarchive, including the readme file which went like this:
-
-
-
- Short: Imagine 3.0 demo, disk 1 Uploaded by
- xterm/jph@anaconda.bloomington.in.us
-
-
- Impulse said that they want to find the individual(s) responsible
- and have a little wall-to-wall counseling session with same (paraphrased,
- what the guy I talked to said would be unrepeatable in a family mailing list).
-
- Hope this clears things up.
-
-
-
-
- ##
-
- Subject: re: 2.9 pro/con
- Date: Wed, 17 Nov 93 07:18:46 -0700
- From: Steve Koren <koren@hpfcogv.fc.hp.com>
-
- > RE: Essence Textures
-
- > Seems Impulse took a good look at the Essence textures and incorporated
- > most of the ideas into the new texture set included with v2.9. While some
- > of the Apex implementations of fractal noise are better, the new Impulse
- > textures go far beyond the old collection. I can get a pretty good grass
-
- I'm sure the new Impulse textures are a lot better than the old ones
- (which were extremely primitive, IMHO). However, I think it still won't
- be nearly up to what Essence can do for you. There are a couple of
- problems:
-
- * I have a lot of old projects that I'd like to be able to render
- under 3.0, and in order to do this, I need Essence to work since
- the objects use a lot of Essence textures.
-
- * Impulse has added, what, 30 new textures? Essence has something
- like 140, as I recall. Many of them are specialized to certain
- applications yet are invaluable if you need them. Obviously most
- won't be available in the Impulse list.
-
- * The Essence textures are extremely well designed (getting the most
- from the limited parameters available, working cooperatively with
- other textures or not as you see fit, etc), and judging from what
- I've seen from Impulse before, I really doubt theirs will be as
- good or as powerful.
-
- I still think I'm going to wait for Essence on 3.0 before I upgrade. It
- sounds like even 2.9 has some nice features (I really would like the
- "layers" feature), but loosing the equivalent of maybe 1/2 to 3/4 of my
- currently available textures is too steep a price to pay. If it comes
- to that, I'll just buy Real-3D and ditch Imagine entirely. Real-3D has
- a lot of other features that we Imagine types can only drool over
- anyway. Those Aladdin gas objects are pretty tempting too - I really
- want true volumetric gasses, and it sounds like 3.0 won't give them to
- me.
-
- - steve
-
-
- ##
-
- Subject: trace rendering
- Date: Wed, 17 Nov 93 07:28:04 -0700
- From: Steve Koren <koren@hpfcogv.fc.hp.com>
-
- > images to show up if I'm in scanline) I set my global size at 0 and I
- > scaled down all my elements to as small as I thought was necessary, and I'm
-
- In *theory* setting the global size to 0 makes the world "just big
- enough" to cover all of your objects. In *practice* I haven't found
- that to be true at all. I have 2 or 3 projects in which, if i leave the
- global size set to 0, some objects don't get rendered, but if I manually
- set the global size, they do. I don't know if this is your trouble, but
- its something to check at least.
-
- Also, check your attributes. If your glass is *too* transparent, it
- might not be showing up. Make sure you have some specular highlights
- set, and turn hardness way up.
-
- BTW, the unfortunate problem with global size is that, due to the way
- octrees work, the larger you make the size compared to the objects in
- your world, the slower your scene renders. This can be a huge
- difference. I have seen 5 or 10X differences by adjusting the world
- size. It usually isn't a problem, but sometimes if I want a single
- small object to be far from my "main" scene, it forces my world size to
- grow, and thus slows down the rendering considerably.
-
- - steve
-
-
- ##
-
- Subject: Could someone post me...
- Date: Thu, 18 Nov 1993 00:13:37 +1300
- From: Oren_Ben@kcbbs.gen.nz (Oren Ben)
-
- Sorry but could someone post me the info ..that was apparently up a
- short while ago on the hack needed to change the defined screen sizes in
- Imagine 2.0 please...
- Thanks
- Oren Ben
-
-
- ##
-
- Subject: Upload site
- Date: Wed, 17 Nov 93 2:13:01 EST
- From: mart4678@mach1.wlu.ca (Phil Martin u)
-
- > >
- > > Could you post some of these animations for us who don't have 2.9 yet?
- > > I would really like to see some of what 2.9 can do before I upgrade.
- > >
- >
- > Sure....if anyone can point to me to a site where I can upload some
- > JPEG stills and anims, i will do so. I wonder if wuarchive is still down.
- > Anyone know of ANOTHER site?
-
- I like wcarchive.cdrom.com (I think it's the newest member of aminet).
- They usually have all of the aminet files, and I almost always get on
- first try.
-
- >
- > Mike C.
- > mbc@po.CWRU.Edu
- >
- >
- Phil Martin.
-
-
- ##
-
- Subject: trace rendering
- Date: Wed, 17 Nov 93 00:01:33 -0800
- From: stevez@rhythm.com (Steve Ziolkowski)
-
- I can think of two reasons why you might be having this problem. The first
- one that comes to mind is RAM, or lack thereof. The second, is that
- if all your objects are glass, and reflect stuff, well it could just be
- that it's reflecting so much, that it's invisible. Turn down your
- reflection values and transparancy values a bit and see if that helps.
- Any other suggestions out there?
- steveZ Rhythm & Hues, Inc.
- celia!stevez@usc.edu
- "That's not Art Linkletter, that's Mickey Mouse!"
- -Art Linkletter, Disneyland opening day
-
-
-
- ##
-
- Subject: RE: Rotation
- Date: Wed, 17 Nov 93 17:10:00 PST
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- Why don't you just use the Rotate special effect? You could just go into
- the action editor and set up the F/X line for different frames at different
- rates to make it appear the ball is slowing down.
- ----------
- From: imagine-relay
- To: imagine
- Subject: Rotation
- Date: Wednesday, November 17, 1993 4:13PM
-
-
-
- Hello...I have Imagine 2.0, and I'm trying to make an animation
- of a ball that spins for a bit, then slows down and stops.
-
- I figured the best way to do this was to define a circular path
- in the plane intersecting the axis of rotation. The path was centered
- with the ball. I set a track object on the path, and then locked the
- alignment of the ball to the position of the track object. This way,
- I can control the rate of angular acceleration of the ball with the
- speed of the track object. It should work fine, except that
- when the rotation of the ball exceeds a total of 90 degrees, it flips on
- it's z-axis 180 degrees. That is, it flips 180 degrees on an axis
- purpendicular to rotation... WHY???? How can I avoid this problem?
-
- Chris Arthur
-
-
-
- ##
-
- Subject: constant backgrounds
- Date: Wed, 17 Nov 93 09:08:27 -0700
- From: Steve Koren <koren@hpfcogv.fc.hp.com>
-
- > > Is there a way to merge a single background frame with
- > > parts of multiple frames to produce an animation? What I would
- > > like to do, to save render time, is render one frame as a
- > > background and then render only objects that move in all other
- > > frames, then merge pics. Is there a way to merge only the part
- > > of a pic (the part that contains the object that moves) ?
-
- Yep, it can be done, but with certain limitations. Actually there are a
- couple of ways to do it.
-
- Given certain conditions (such as, all the moving objects are in *front*
- of the static objects, and cast no shadows on the rest of the scene,
- etc), you can do the following. Render the first frame with all the
- objects *except* the moving ones. Save this picture. Use it as a
- backdrop image for the other frames, in which you render only the
- *moving* objects. As long as you don't move the camera, and don't have
- your moving objects interact in any way with the still ones, it will be
- indistinguishable from rendering everything for every frame.
-
- One other alternative is to get clever with some image processing
- program such as ImageFX or ADPro and merge your rendered foreground onto
- the right place in the background.
-
- - steve
-
-
- ##
-
- Subject: Larger work area
- Date: Wed, 17 Nov 93 19:42:33
- From: greg.tsadilas@hofbbs.com
-
- In a conversation with Mike Halvorson, he confirmed that Imagine 3.0
- will allow you to increase the size of the editor's work area.
-
- GreG tsadilas
-
-
- ##
-
- Subject: re: 2.9 pro/con
- Date: 18 Nov 1993 01:16:34 GMT
- From: <mbc@po.cwru.edu>
-
- > > I have been using 2.9 furiously since last Tuesday night, (ack! get a
- > > life), depending on the animation, a camera track object may not be
- > > necessary. The real-time window in the stage editor allows you to track
- > > the camera right there, just use the "A"ngle and "Z"oom buttons to move
- > > the camera in and out of the scene and rotate.
- > >
- >
- > Yea, but I still like to track to an object and move the object around.
- > since the real time window doesnt recalculate camera angle it defeats
- > the purpose here. I called Impulse on this. They have something in the
- > works for 3.0 to take care of this.
- >
-
- Yep...Actually...while you can now fairly easily set the camera to
- look at what you want by angle etc....I still think I will use track alot.
- Here is why: If you have to have the camera aiming at a couple of different
- places over an animation, and you still wan't smooth interpolation, you've
- got to use a track object on a path and have the camera follow that. Otherwise
- the camrea will jsut rotate from a to b, then jump and start rotating from
- b to c etc....
-
- >
- > COMBINE THEM!!!! The particle f/x (although it will work with any objects
- > triangles) is meant to work with those cool detail editor particle objects.
- > try it. make an object in detail. assign particles to it. save it.
- > load in action editor. assign the particle f/x and render.
-
- I am beginning to see that it does look just like another explode effect.
- However, I have a feeling once we figure more out about it, it will be more
- powerfull. Especially the emmision thing so simulate comet tails etc...
-
- Mike C.
- mbc@po.CWRU.Edu
-
-
- PS: I am about to upload some demo JPG's....and hopefully some anims tomorrow!
-
-
-
-
- ##
-
- Subject: Re: Larger work area
- Date: Wed, 17 Nov 93 22:10:11 EST
- From: Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
-
- >
- >
- > In a conversation with Mike Halvorson, he confirmed that Imagine 3.0
- > will allow you to increase the size of the editor's work area.
- >
- > GreG tsadilas
- >
-
- Finally!! This is a vital feature. Was he more specific? Will they support
- the display database or merely offer a few pre built size defaults?
-
- |
- steve lombardi | She won't get out of the tub. She
- stlombo@acm.rpi.edu | has morning wood. -- Beavis
-
-
- ##
-
- Subject: Re: 3D anim software rated
- Date: Thu, 18 Nov 93 12:13:53 WST
- From: Jason S Birch <jasonb@cs.uwa.edu.au>
-
- > One of the catagories is "alpha channel compositing", which is not
- > supported in Imagine. Is this related to "field rendering?".
- > What do these two terms mean and how do they relate to 3d
- > animation?
-
- An Alpha Channel is typically an 8bit buffer the size of the image (at
- least in my experience), where the value of the pixel in the alpha
- channel is used to determine the amount of effect to apply to the
- corresponding pixel in the image. Real3D allows you to specify an
- Alpha Channel value for an object depicting it's transparency, so
- when combined with another image (eg. a live video background) you
- can "see through" transparent objects in the scene.
-
- Field rendering relates to recording animations to video. Video is
- interlaced, so each frame consists of two fields, one with all the even
- scanlines, one with all the odd ones. If you record 25 complete frames
- every second to video (30 for NTSC), so that each pair of fields make
- up the same frame, then the motion won't be as smooth as possible. But,
- if you try to record 50 frames every second, only half of each frame
- (the even field for one, the odd for the next, etc) will be recorded,
- which means you've wasted 50% of your rendering time. Field rendering
- allows you to only render one field from each frame of animation, so
- you record at a full 50 frames per second, but only render the pixels
- you need. Real3D can do this. (I hope mentioning that isn't a no-no. ;)
-
- --
- Mr Jason Birch _--_|\ Internet: jasonb@cs.uwa.edu.au
- Department of Computer Science / \ Tel (work): +61 9 380 1840
- The University of Western Australia *_.--._/ Fax (work): +61 9 380 1126
- Nedlands W. Australia 6009 v Tel (home): +61 9 386 8630
-
-
- ##
-
- Subject: Re: 3D anim software rated
- Date: Thu, 18 Nov 1993 00:39:44 -0600 (CST)
- From: Schumacher Gordon C <gschumac@ux4.cso.uiuc.edu>
-
- > which means you've wasted 50% of your rendering time. Field rendering
- > allows you to only render one field from each frame of animation, so
- > you record at a full 50 frames per second, but only render the pixels
- > you need. Real3D can do this. (I hope mentioning that isn't a no-no. ;)
-
- If you only rendered one frame out of a field, wouldn't you be missing
- half of your vertical resolution? That is, after all, what they are
- doing... even lines and odd lines. Now, if you rendered *both* fields
- of a frame and combined them back into a field for recording, *then* I
- could understand this. Am I missing something here? (I'm sure I am,
- because this just doesn't make *sense*!)
- --
- Gordon Schumacher
-
- /-------------------------------------------------------------------\
- | Champaign- "We apologize for the inconvenience." _@_ |
- | Urbana -HHGTTG / \ |
- | kilroy was here | o o | |
- \-------------------------------------------------------U|--U--|U---/
-
-
- ##
-
- Subject: Re:Long Render Times
- Date: Wed, 17 Nov 1993 22:39:21 -0800 (PST)
- From: Steve Lopez <lopez@cyberspace.com>
-
- >
- > Date: Tue, 16 Nov 1993 21:13:31 -0800 (PST)
- > From: Steve Lopez <lopez@cyberspace.com>
- > Subject: Re: your mail
- > To: imagine-relay@email.sp.paramax.com
- > In-Reply-To: <9311170509.AA00901@cyberspace.com>
- > Mime-Version: 1.0
- > Content-Type: TEXT/PLAIN; charset=US-ASCII
- >
- >
- >
- > On Tue, 16 Nov 1993 imagine-relay@email.sp.paramax.com wrote:
- >
- > > I do have an '040 with 32-bit RAM but maybe not enough. Of course, based
- > > on a past speed comparison between '040/33MHz and 486/66MHz, the rendering
- > > time could be half what it is with a 486/66 MHz! And then there is those
- > > privileged few that will be getting a Pentium system! I am glad to hear
- > > that you will be leaving me behind in the dust |:^(
-
- I run a 2000w/gvp040'33 and have had no probs with rendering time..I now
- have 8 megs, but before I only had 4 and really did not notice any
- increase in speed with the extra ram. I dont know what I'm doing right,
- but my render times seem to hover around 1-2 minutes per frame. The most
- I've been able to slow it down was 15 mins. That was full anti aliasing,
- on a DCTV picture with a whole bunch of chrome and reflective glass
- spheres in trace mode. I find that if you change the aliasing up to 30 or
- so, it really goes much faster. Maybe you need to change your Octree
- values? Like I say, I dont know what I'm doing right, but it's not really
- that slow.
-
-
- /------------------------------------------\
- / Steve Lopez | lopez@cyberspace.com \
- / Student at: | Art Institute of Seattle \
- / Program: //| Audio & Video Production \
- \ Computer: // | Amiga 2000 GVP040'33 DCTV /
- \ \\// | DSS8+ 9megs Flicker fxr /
- \ IRC:Vis \Y | Midi DJ500c Supra 14.4k /
- \------------------------------------------/
-
-
-
-
-
- ##
-
- Subject: Re: 3D anim software rated
- Date: Thu, 18 Nov 93 17:27:06 WST
- From: Jason S Birch <jasonb@cs.uwa.edu.au>
-
- > > which means you've wasted 50% of your rendering time. Field rendering
- > > allows you to only render one field from each frame of animation, so
- > > you record at a full 50 frames per second, but only render the pixels
- > > you need. Real3D can do this. (I hope mentioning that isn't a no-no. ;)
- >
- > If you only rendered one frame out of a field, wouldn't you be missing
- ^^^^^ ^^^^^
- Other way around.
-
- > half of your vertical resolution? That is, after all, what they are
- > doing... even lines and odd lines. Now, if you rendered *both* fields
- > of a frame and combined them back into a field for recording, *then* I
- > could understand this. Am I missing something here? (I'm sure I am,
- > because this just doesn't make *sense*!)
-
- :-) It took me a bit of thought to work it out at first, too.
-
- OK, imagine we have two frames of an animation. Frame one looks like:
-
- aaaa1111
- aaaa2222
- aaaa3333
- aaaa4444
-
- Frame two:
-
- bbbb1111
- bbbb2222
- bbbb3333
- bbbb4444
-
- (Don't laugh at the "pictures" - it's the best way I could think of to
- get my point across, vis. "a" and "b" to distinguish frames, and
- "1".."4" to distinguish scanlines).
-
- Now, to play back the animation at 50fps (PAL), we need one field from
- frame "a" and one from frame "b" every 1/25 sec - ie:
-
- aaaa1111
- bbbb2222
- aaaa3333
- bbbb4444
-
- (Note that the "b" fields aren't displayed until *after* the "a"
- fields, and so it doesn't look "skewed" - ie. a moving object would
- *not* look like:
-
- ********
- ********
- ********
- ********
-
- because the first set of lines have faded by the time you see the
- second. This is how a video camera would record it - remember, the
- video camera records the image one field at a time, and it takes time
- to record each field. So one frame, consisting of two consecutive
- fields, does not represent a "snapshot" of time like with a photograph.
- In fact, even one field doesn't represent an instant of time either,
- because almost 1/50th of a second has elapsed from the time the field
- began being recorded to the time it ended.)
-
- So, since the even scanlines from "a" are never seen, and the odd
- scanlines for "b" are never shown, we don't need to render them.
- Instead, we render the scanlines that appear in the final "frame",
- composit the fields into frames, and play back those frames at 25fps on
- an interlaced display (which gives us 50 fields/sec, each field being
- from a different frame, hence an apparent 50 frames/sec).
-
- (For those using NTSC, convert each 25 to 30, and each 50 to 60. Oh,
- and make the frames three lines tall instead of four. ;-)
-
- > Gordon Schumacher
-
- PS: I hope I've got that right. ;-) I haven't actually put it into
- practice, but it seems to make sense.
-
- --
- Mr Jason Birch _--_|\ Internet: jasonb@cs.uwa.edu.au
- Department of Computer Science / \ Tel (work): +61 9 380 1840
- The University of Western Australia *_.--._/ Fax (work): +61 9 380 1126
- Nedlands W. Australia 6009 v Tel (home): +61 9 386 8630
-
-
- ##
-
- Subject: Particle Animation with Imagine 2.9
- Date: Thu, 18 Nov 1993 11:15:02 +0100
- From: Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
-
- Hi all,
-
- I followed the conversation about the particle features in Imagine 2.9
- But all I hear is that Imagine will break up an existing Object into
- a lot of small objects. This is NOT what particla animation is supposed
- to be.
-
- 1) There should be point objects with no faces as particles which
- are rendered not like the other objects
-
- 2) There should be parameters about the lifetime velocity, splitting
- etc. of particles. You should be able to define sources for
- particles etc. etc.
-
- Any comments about this ?
-
- Hannes
-
- PS: I still have no copy of Imagine 2.9 so I cannot figure out more
- about this
-
-
-
- ##
-
- Subject: Re: render times and bac
- Date: Tue, 16 Nov 93 13:42:00 PDT
- From: Jeff.Saffold@lookout.com (Jeff Saffold)
-
- > Is there a way to merge a single background frame with
- > parts of multiple frames to produce an animation? What I would
- > like to do, to save render time, is render one frame as a
- > background and then render only objects that move in all other
- > frames, then merge pics. Is there a way to merge only the part
- > of a pic (the part that contains the object that moves) ?
-
- Sure.. Render the non moving frame, and then in the Action editor,
- add that frame in the globals as a background image. If the camera
- doesn't move, then you won't have any problems with this.
-
- // Jeff Saffold
- \X/ Only the Amiga makes it possible.
-
- ___
- X MsgView V1.13 [R029] X Dyslexic Devil worshipper sells soul to Santa!
- --
- *******************************************************************************
- * Cuerna Verde BBS FidoNet Gateway Data/Fax: 1-719-545-8572 *
- * Pueblo, Colorado USA FidoNet: 1:307/18 *
- *******************************************************************************
-
-
- ##
-
- Subject: Volcanoes
- Date: Thu, 18 Nov 93 06:50:49 -0700
- From: Steve Koren <koren@hpfcogv.fc.hp.com>
-
- > I wanted to create a volcanoe, so I presume the best way is to give it a
-
- I've found that its best to create such a thing in VistaPro 3, save in
- "Turbo Silver" format, and import the object to Imagine. Once in
- imagine, I turn on phong shading, and add some Essence textures to add
- bump maps and such. You can get pretty decent results that way.
-
- If you want to make your own volcano instead of use whatever comes out
- of your landscape program, try their (VRLI's) "Terraform" utility or
- the similar thing from Natural Graphics.
-
- - steve
-
-
- ##
-
- Subject: Re: Particle Animation with Imagine 2.9
- Date: Thu, 18 Nov 1993 07:46:41 -0600 (CST)
- From: Cliff Lee <cel@tenet.edu>
-
- > I followed the conversation about the particle features in Imagine 2.9
- > But all I hear is that Imagine will break up an existing Object into
- > a lot of small objects. This is NOT what particla animation is supposed
- > to be.
- > 1) There should be point objects with no faces as particles which
- > are rendered not like the other objects
- > 2) There should be parameters about the lifetime velocity, splitting
- > etc. of particles. You should be able to define sources for
- > particles etc. etc.
-
- Actually there is 2 parts to what Impulse is calling particles. 1st is
- the ability to take each face of an object and make it another (there is a
- large dialog box allowing you to choose the particle type/size/number).
- Once you've defined a particle object you may apply the particle effect to
- it in the stage editor. This where the acceleration/wind/velocity factors
- are set. I think when you see this that you be comfortable with what your
- expecting.
-
- Only difference is that the individual particle are not just points. They
- are (or can be) other Imagine objects or primatives.
-
- I'm getting excited about this. I was experimenting with it last night
- and made the most basic anim (not worth U/Ling) of a sphere of particles.
- I chose randomize colors which made each particle a different color. Then
- applied the particle f/x to it and rendered it in 30 frames. It gave me a
- kind of firework explosion effect. First the particle displaced then they
- started to fall. I tweeked the paramters a bit until it looked more
- realistic. Nice feature. Now all I have to do is find a use for it in my
- work!
-
-
-
- ##
-
- Subject: Re:Long Render Times
- Date: Thu, 18 Nov 1993 09:19:07 -0500
- From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- > > I do have an '040 with 32-bit RAM but maybe not enough. Of course, based
- > > on a past speed comparison between '040/33MHz and 486/66MHz, the rendering
- > > time could be half what it is with a 486/66 MHz! And then there is those
-
- >>> increase in speed with the extra ram. I dont know what I'm doing right,
- >>> but my render times seem to hover around 1-2 minutes per frame. The most
-
- It would be nice if Impulse would optimize Imagine for running on an 040
- machine. Slower rendering times now are partly because Imagine ISN'T optimized
- for an 040.
-
- Jason K.
- CYBERNETIC EXPRESSIONS
-
-
- ##
-
- Subject: Demo stuff of 2.9 Uploaded!
- Date: Thu, 18 Nov 93 11:15:03 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- By popular demand...the following has been to aminet.
- I JUST uploaded it to the /systems/amiga/aminet/new directory
- of wuarchive.wustl.edu.
-
- It will probably be a while until things propoate.
-
- ---
- pix/trace:
- I29Demo1.JPG
- I29Demo2.JPG
- I29Demo3.JPG
-
- The first 2 are pics of a rectangle and the result of using the new
- deformation tools. Also shows brushtacking.
-
- The last is 4 pics in 1 of brushtacking and particle objects.
-
- gfx/anim:
- Particle.lha
- BrushTack.lha
-
- The first is a 60 second particle anim....unfortunately i stopped the
- anim halfway and then restarted...so I think it may use multiple palettes
- now.
-
- The second is a quick anim of a morph to show brushtacking.
-
-
- Enjoy!
-
-
- --
- +------------------------------------------------------------------------+
- | Michael Comet, mbc@po.CWRU.Edu, CWRU Software Engineer/Graphics Artist |
- +------------------------------------------------------------------------+
-
-
- ##
-
- Subject: Re: 2.9 particle question
- Date: Thu, 18 Nov 93 10:24:51 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- > >
- > >Someone here (perhaps Jeff) mentioned they made a rain particle animation. I
- > >am trying the same thing but have a problem setting the particles in motion.
- > >here's what I did:
- > >
- > >1. made a 4X4 plane in detail editor. in particle requester I went for small
- > >inscribed spheres. saved it.
- > >
-
- Could you replace the inscribed spheres with, say, cat and dog objects? Or
- Snowflake objects? Or any object you have? Beethoven(sp?) busts falling
- from the sky? Cows, even better!(Note: I am not advocating cruelty to cows:)
-
- I get the impression that this is possible, but I haven't heard that anyone
- has done it yet.
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Mac 3D software
- Date: Thu, 18 Nov 93 09:17:33 PST
- From: CarmenR@cup.portal.com
-
- I went up to SDSU last night, where a Mac user group was demonstrating
- their latest 3D software "Strata Studio Pro." Believe me guys, they have
- a long way to catch up to Imagine 2.9. Basically they have 2 effects, tweens
- and morphs. Wow. The Modelling is terrible. I think the program is
- basically a rendering engine and they expect you to go out and buy a
- seperate modelling program to do serious modelling for it. It does have
- a 'pretty' interface, when you apply a texture to an object, say, a flat
- projection style map, there's a nice little illustration showing your image
- being projected on a sphere. And you can do a 'quickrender' of your object
- with the texture in a little window. He was on an 840AV Mac I believe, and
- the rendering was fairly quick for the example model he was playing with.
- You can save your textures and attribute presets and they all appear in
- colourfull doc images on the bottom of the screen. The motion of most of the
- anims I saw that was created with it were very mechanical in motion.. Kinda
- like animation in Imaigne using tweens. The price for this power-package?
-
-
-
- $1,400.
-
- Carmen Rizzolo - Crazed Artist
- CarmenR@cup.portal.com
-
-
- ##
-
- Subject: Re: 2.9 particle question
- Date: Thu, 18 Nov 1993 11:23:45 -0600 (CST)
- From: Daniel Jr Murrell <djm2@Ra.MsState.Edu>
-
- With all the talk about particle rendering, I'm wondering what kind of render
- speed you guys are getting. My understanding of particle anim rendering is that
- you take very little of a hit, whether you render 10 or 10,000 particles. Is
- that correct, and more importantly, does Imagine comply? Thanks.
-
- Dan
-
-
-
- ##
-
- Subject: Backgrounds...
- Date: Thu, 18 Nov 93 09:55:16 -0800
- From: stevez@rhythm.com (Steve Ziolkowski)
-
- >> Render the non moving frame, and then in the Action editor,
- >>add that frame in the globals as a background image. If the camera
- >>doesn't move, then you won't have any problems with this.
-
- Hey, here's an idea I've had a fair amount of success with, and that
- is using moving background images. If you start out in your
- stage, setup the *entire* animation with all the elements.
- Then, make a copy of the entire project, rename it .background
- or something. In the .background project delete all the foreground
- objects and render. In the original project, delete all the
- background objects. As long as the camera and lights are the
- same, when you put the .background images into the backdrop,
- there isn't a seam between the two. You can even run the
- images through adPro or something to blur them to fake focal
- length. This saves mondo memory, and if you set it up correctly,
- you can even raytrace different layers to get the desired look,
- while leaving others scanline. I've used up to four layers. The
- major drawback to this is fog and transparent objects won't show
- up in all but the first layer.
- Good luck!
- steveZ Rhythm & Hues, Inc.
- celia!stevez@usc.edu
- "That's not Art Linkletter, that's Mickey Mouse!"
- -Art Linkletter, Disneyland opening day
-
-
-
- ##
-
- Subject: Re: Volcanoes
- Date: Thu, 18 Nov 1993 11:19:12 -0600 (CST)
- From: Daniel Jr Murrell <djm2@Ra.MsState.Edu>
-
- >
- >
- > > I wanted to create a volcanoe, so I presume the best way is to give it a
- >
- > I've found that its best to create such a thing in VistaPro 3, save in
- > "Turbo Silver" format, and import the object to Imagine. Once in
- > imagine, I turn on phong shading, and add some Essence textures to add
- > bump maps and such. You can get pretty decent results that way.
- >
- > If you want to make your own volcano instead of use whatever comes out
- > of your landscape program, try their (VRLI's) "Terraform" utility or
- > the similar thing from Natural Graphics.
- >
- > - steve
- >
-
- Even easier than that, get Terrain, make a really high peak, and save it out.
- Use InterChange Plus (John said it handles Terrain objects fine) or Turbo Silver
- to save it back in an Imagine compatible format. Select points of the highest
- peak, and drop them down inside the "volcano."
-
- Dan
- Terrain Advocate :)
-
-
-
- ##
-
- Subject: RE: Long Render Times
- Date: Thu, 18 Nov 93 10:07:00 PST
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- I agree completely! Maybe some of you guys that are calling Impulse
- could express very deeply that 3.0 should be optimized for the '040. Or
- maybe we could start a fax campaign here and inform Impulse of this
- need/desire. I would think that if the Imagine code is written in C or some
- high-level language, it would just be a matter of the right choice of
- compiler to optimize the code for the '040. However, I don't know if
- Imagine may not be written in Assembly or maybe parts of it. I suspect it
- is written in C, though, seeing the port over to 80X86 MS-DOS machines. If
- it were written in Assembly, I think it would be faster, too. But that
- would probably be a one-way ticket to the funny farm to do that!
- ----------
- From: imagine-relay
- To: imagine; lopez
- Subject: Re:Long Render Times
- Date: Thursday, November 18, 1993 9:19AM
-
- > > I do have an '040 with 32-bit RAM but maybe not enough. Of course,
- based
- > > on a past speed comparison between '040/33MHz and 486/66MHz, the
- rendering
- > > time could be half what it is with a 486/66 MHz! And then there is
- those
-
- >>> increase in speed with the extra ram. I dont know what I'm doing right,
- >>> but my render times seem to hover around 1-2 minutes per frame. The
- most
-
- It would be nice if Impulse would optimize Imagine for running on an 040
- machine. Slower rendering times now are partly because Imagine ISN'T
- optimized
- for an 040.
-
- Jason K.
- CYBERNETIC EXPRESSIONS
-
-
- ##
-
- Subject: Re: 2.9 particle question
- Date: Thu, 18 Nov 93 13:29:38 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- Are the particles in the detail editor made of small triangles? Or are they
- more like the primitive sphere? I would think the intersection of a true
- sphere would be much quicker than the intersection of a sphere approximated
- by many triangles.
-
- What other particles are availible in the detail editor? Other than any object
- you've created? ie are there special objects which were made specifically for
- particles? If so, what are they?
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Field Rendering
- Date: Thu, 18 Nov 1993 11:37:09 -0800
- From: kkalnasy@bvu-lads.loral.com (Kent Kalnasy)
-
- At 5:27 PM 11/18/93 +0900, Jason S Birch wrote:
- >OK, imagine we have two frames of an animation. Frame one looks like:
- >
- > aaaa1111
- > aaaa2222
- > aaaa3333
- > aaaa4444
- >
- >Frame two:
- >
- > bbbb1111
- > bbbb2222
- > bbbb3333
- > bbbb4444
- >
- >(Don't laugh at the "pictures" - it's the best way I could think of to
- >get my point across, vis. "a" and "b" to distinguish frames, and
- >"1".."4" to distinguish scanlines).
- >
- >Now, to play back the animation at 50fps (PAL), we need one field from
- >frame "a" and one from frame "b" every 1/25 sec - ie:
- >
- > aaaa1111
- > bbbb2222
- > aaaa3333
- > bbbb4444
- >
- >(Note that the "b" fields aren't displayed until *after* the "a"
- >fields, and so it doesn't look "skewed" - ie. a moving object would
- >*not* look like:
- >
- > ********
- > ********
- > ********
- > ********
- >
- >because the first set of lines have faded by the time you see the
- >second. This is how a video camera would record it - remember, the
- >video camera records the image one field at a time, and it takes time
- >to record each field. So one frame, consisting of two consecutive
- >fields, does not represent a "snapshot" of time like with a photograph.
- >In fact, even one field doesn't represent an instant of time either,
- >because almost 1/50th of a second has elapsed from the time the field
- >began being recorded to the time it ended.)
- >
- >So, since the even scanlines from "a" are never seen, and the odd
- >scanlines for "b" are never shown, we don't need to render them.
- >Instead, we render the scanlines that appear in the final "frame",
- >composit the fields into frames, and play back those frames at 25fps on
- >an interlaced display (which gives us 50 fields/sec, each field being
- >from a different frame, hence an apparent 50 frames/sec).
-
-
- I wish I could say that I followed your logic, but I didn't always.
- It's simply a matter of timing. In the past, we've rendered static
- images and then combined them into an animation. The assumption was
- that both fields of each interlaced frame depicted the same point in
- time, even though they were displayed sequentially on playback.
- Consequently, moving objects tended to crawl, depending on the shape,
- contrast, direction of motion and speed of motion.
-
- Field rendering simply acknowledges the fact that each field of an
- interlaced frame represents a different point in time. In the past
- we rendered fields like this: and displayed them like this:
-
- Frame 1 2 3 4 5 6 Frame 1 2 3 4 5 6
- +---+---+---+---+---+-- +---+---+---+---+---+--
- Field A A A A A A Field A A A A A A
- Field B B B B B B Field B B B B B B
-
- Field rendering allows us to and display them as always, but
- render fields like this: without introducing artifacting:
-
- Frame 1 2 3 4 5 6 Frame 1 2 3 4 5 6
- +---+---+---+---+---+-- +---+---+---+---+---+--
- Field A A A A A A Field A A A A A A
- Field B B B B B B Field B B B B B B
-
- Field "1B" shows the image as it would appear halfway between fields
- 1A and 2A. The animation looks strikingly more natural, as if it
- had been videotaped rather than rendered. There is no savings in
- the number of pixels rendered; it is simply a method of improving
- the appearance of the animation.
-
-
- ------------------------------------------------------------------------------
- Kent Kalnasy kkalnasy@bvu-lads.loral.com
- Loral Advanced Distributed Simulation, Inc.
- Bellevue, Washington (206) 957-3278
- ------------------------------------------------------------------------------
-
-
-
-
- ##
-
- Subject: 3DS Vs. Imagine speed
- Date: Thu, 18 Nov 93 18:02:49 EDT
- From: "Breno A. Silva" <INF02@BRUFSE.BITNET>
-
- >duplicate scenes in Imagine, Lightwave and 3D Studio I can speak very
-
- Hey, great about the speed comparison LW X Imagine, IMHO the anti-alia-
- sing of LW STINKS, but don't make me curious! Let me know the speed in
- the 3D Studio Rick, after all, I want to use the fastest and the better,
- be it PC or Amiga only software. Anyway, I know the 3DS makes reflections
- and shadows WITHOUT ray-tracing, so faster render times won't surprise me.
- Is it true that 2.9 makes reflection map like 3DS and Topas?
-
- BTW, I hope Imagine 3.0 include Lens Flare. I think it was one of the
- best (if not THE best) additions of LW 3. With the stage editor inter-
- activity AND the screen refresh speed up I was waiting, LW will rest a bit,
- since I prefer the Imagine interface (except the animation of 2.0 that's
- now GREAT!).
-
- Breno A. Silva (INF02@BRUFSE.BITNET)
-
-
- ##
-
- Subject: Re: 2.9 particle question
- Date: Thu, 18 Nov 93 16:21:04 -0500
- From: mbc@po.CWRU.Edu (Michael B. Comet)
-
- >
- >
- >Could you replace the inscribed spheres with, say, cat and dog objects? Or
- >Snowflake objects? Or any object you have? Beethoven(sp?) busts falling
- >from the sky? Cows, even better!(Note: I am not advocating cruelty to cows:)
- >
- >I get the impression that this is possible, but I haven't heard that anyone
- >has done it yet.
-
- It can be done...but I have not yet tried it. Basically, there is
- a button under the choices for the pyramids, diamonds etc....that is labeld
- file. Clicking on this brings up an object load requestor. This is
- similar to the buttons for brushes and textures. it gets checked when in
- use.
- Anyhow, I guess you can use any object you want for this. I wonder
- how it will handle morphs....maybe you could morph 2 particle objects with
- different file name objs....maybe not. Hmmm.
-
- I have heard that this just CHEWS up memory....so you only want to
- use it for small particle objects...or simple objects.
-
- Maybe I'll try this later. Right now I'm working on finishing this
- cool robot since it looks like I will be able to actually animate it thanks
- to states. No more of that cycle editor axis mangling crud.
-
- As far as the rendering times....I have not gone crazy with
- particles but they seem to render at a fair pace. If i recall though the
- manual warns one about using to much since rendering 10,000 dodecahedraons
- will have 10*10,000 faces etc....
-
- --
- +------------------------------------------------------------------------+
- | Michael Comet, mbc@po.CWRU.Edu, CWRU Software Engineer/Graphics Artist |
- +------------------------------------------------------------------------+
-
-
- ##
-
- Subject: RE: Long Render Times
- Date: Thu, 18 Nov 93 14:21:15 -0700
- From: Steve Koren <koren@hpfcogv.fc.hp.com>
-
- > could express very deeply that 3.0 should be optimized for the '040. Or
-
- If they are using SAS/C (good chance they are, I'd guess), then before
- version 6.50 you could optimize for the 68030 (which used 030 op codes),
- but there was no specific instruction scheduler for the 040. As of
- 6.50, there is; it reorders instructions to try to get maximum
- parallelism from the CPU. (Certain combinations of instructions can be
- run in parallel, so it moves things around where possible to get those
- combinations).
-
- I've heard this can help quite a bit. Exactly how much, I dunno. I'd
- wager it helps less for floating point intensive code than otherwise.
- There is also the problem that the 040 has fewer FP instructions than
- the 882 had, so you need to simulate some in software. However, these
- are mostly transcendental operations which, oddly enough, 3D rendering
- software doesn't tend to use much. (*)
-
- Guess the best bet is to wait for Impulse to port to that new transputer
- card. The last Amigaworld had a blurb about it. Supposedly a number of
- number-crunching type apps are porting to it. You just keep adding CPUs
- until you run out of money or it becomes fast enough for your tastes,
- whichever comes first :-) (Well, I assume there is some smallish
- limit, but its probably bigger than my budget will support anyway).
-
- - steve
-
- (*) or I should say, doesn't tend to use explicitly. Most of the
- transcendental functions tend to be computed implicitly, such as taking
- cross products of normalized vectors instead of cosines of included
- angles, etc. Faster that way, and generally more useful.
-
- PS - Speaking of transcendental math, I'm resisting putting in the joke
- about the fellow who transcended dental medication.
-
-
- ##
-
- Subject: Re(2): Sphere primitive
- Date: Thu, 18 Nov 93 23:00 GMT0
- From: Jacek Artymiak <jartymiak@cix.compulink.co.uk>
-
- >The sphere primitive (as in 1.1) is a mathematical construct, not a set of
- >discrete points. The wireframe you see is just an approximation. Use the
- >Sphere listed with the other primitives, where you can define the point
- >count, and you'll be able to edit it.
- >------------------------------------------------------------------------------
-
- >Doug Kelly Information Specialist First Consulting Group
-
- >Danimal
-
- >--Rick Rodriguez
-
- Thanks a lot! I was unnecessarily worried then. Other than that I love
- Imagine 2.9. The Agate texture is really cool.
-
-
- Jacek
-
-
- ##
-
- Subject: Re: Field Rendering
- Date: Thu, 18 Nov 93 17:48:07 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- > I wish I could say that I followed your logic, but I didn't always.
- > It's simply a matter of timing. In the past, we've rendered static
- > images and then combined them into an animation. The assumption was
- > that both fields of each interlaced frame depicted the same point in
- > time, even though they were displayed sequentially on playback.
- > Consequently, moving objects tended to crawl, depending on the shape,
- > contrast, direction of motion and speed of motion.
- >
- [nice drawing deleted]
-
- > Field "1B" shows the image as it would appear halfway between fields
- > 1A and 2A. The animation looks strikingly more natural, as if it
- > had been videotaped rather than rendered. There is no savings in
- > the number of pixels rendered; it is simply a method of improving
- > the appearance of the animation.
-
- The savings come into play when someone might have done this manually. Say
- you wanted a 30 frame(60 field) animation. You would render 60 full frames
- (120 fields) and then throw away the alternating odd scan lines eg 1,3,5,...
- on frame one, 2,4,6,... on frame two, 1,3,5,... on frame three, etc. See?
-
- 60 fields/s has got to be a lot smoother than 30 frames(30 fields)/s. Nice.
- The PAR handles this, doesn't it? Someone should try it, let us know the
- difference.
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Imagine 2.9/OpalVision
- Date: Fri, 19 Nov 93 01:24:06 GMT
- From: Tony Jones <nova@ibmpcug.co.uk>
-
- Posted for Paul Rance (2:253/516.2@fidonet.org):
-
-
- SJL> 4. OPALVISION BUG. when Opalvision is selected in preferences, the
- SJL> machine will
- SJL> lock up upon attempting to display to the card. This only applies to
- SJL> the Amiga 4000 with Opal card. Most other software I've used with Opal
- SJL> has had this bug, and is easily fixed.
-
- This doesnt happen on my 4000/opal setup. renders fine, the opal screen is
- drawn out in real time with the imagine screen superimposed ontop, when
- its finished it appears by itself.
-
- Paul
-
-
- ##
-
- Subject: Re: Field Rendering
- Date: Thu, 18 Nov 1993 18:00:38 -0800
- From: kkalnasy@bvu-lads.loral.com (Kent Kalnasy)
-
- At 5:48 PM 11/18/93 -0600, Thomas Setzer wrote:
- >> There is no savings in the number of pixels rendered; it is simply
- >> a method of improving the appearance of the animation.
- >
- >The savings come into play when someone might have done this manually. Say
- >you wanted a 30 frame(60 field) animation. You would render 60 full frames
- >(120 fields) and then throw away the alternating odd scan lines eg 1,3,5,...
- >on frame one, 2,4,6,... on frame two, 1,3,5,... on frame three, etc. See?
-
- Yes! Now I understand what you were talking about. Thanks.
-
-
- ------------------------------------------------------------------------------
- Kent Kalnasy kkalnasy@bvu-lads.loral.com
- Loral Advanced Distributed Simulation, Inc.
- Bellevue, Washington (206) 957-3278
- ------------------------------------------------------------------------------
-
-
-
-
- ##
-
- Subject: Re: Field Rendering
- Date: Fri, 19 Nov 93 12:28:29 WST
- From: Jason S Birch <jasonb@cs.uwa.edu.au>
-
- > Field rendering simply acknowledges the fact that each field of an
- > interlaced frame represents a different point in time. In the past
- > we rendered fields like this: and displayed them like this:
- >
- > Frame 1 2 3 4 5 6 Frame 1 2 3 4 5 6
- > +---+---+---+---+---+-- +---+---+---+---+---+--
- > Field A A A A A A Field A A A A A A
- > Field B B B B B B Field B B B B B B
- >
- > Field rendering allows us to and display them as always, but
- > render fields like this: without introducing artifacting:
- >
- > Frame 1 2 3 4 5 6 Frame 1 2 3 4 5 6
- > +---+---+---+---+---+-- +---+---+---+---+---+--
- > Field A A A A A A Field A A A A A A
- > Field B B B B B B Field B B B B B B
- >
- > Field "1B" shows the image as it would appear halfway between fields
- > 1A and 2A. The animation looks strikingly more natural, as if it
- > had been videotaped rather than rendered.
-
- Ah, those are much better pictures for what I was trying to say. :-)
- That's exactly right. (BTW - since the instant of time at the top of
- field "1A" is almost 1/50th of a second before the instant of time at
- the bottom of field "1A" - that is, the scene should have changed in
- the meantime - presumeably taking that into account would give you an
- even better looking animation. However, I doubt you could notice.)
-
- > There is no savings in
- > the number of pixels rendered; it is simply a method of improving
- > the appearance of the animation.
-
- The savings comes from recognizing that you really *do* want 50 frames
- per second for the smoothest motion, but you don't have to render every
- scanline in those frames - you just render one field's worth. If you
- wanted to do achieve the same smoothness of motion with Imagine, you
- would have to render each frame in it's entirety. Therefore it would
- look like:
-
- Frame 1 2 3 4 5 6
- +---+---+---+---+---+--
- Field A * A * A * A * A * A *
- Field * B * B * B * B * B * B
-
- where the "*"'s represent the fields that were rendered (since you must
- render a complete frame) but never seen. Looking at it from this POV,
- field rendering is simply a method for saving the number of pixels
- rendered given you want the smoothest possible animation. :-)
-
- > ------------------------------------------------------------------------------
- > Kent Kalnasy kkalnasy@bvu-lads.loral.com
- > Loral Advanced Distributed Simulation, Inc.
- > Bellevue, Washington (206) 957-3278
- > ------------------------------------------------------------------------------
-
- --
- Mr Jason Birch _--_|\ Internet: jasonb@cs.uwa.edu.au
- Department of Computer Science / \ Tel (work): +61 9 380 1840
- The University of Western Australia *_.--._/ Fax (work): +61 9 380 1126
- Nedlands W. Australia 6009 v Tel (home): +61 9 386 8630
-
-
- ##
-
- Subject: Essence II/Imagine 2.9
- Date: Thu, 18 Nov 93 21:10:57 PST
- From: RayTrace@cup.portal.com
-
- What's the deal?! Is there anyway to get Imagine 2.9 to work with Essence II
- textures?!?! Will Imagine 3.0 work with Essence II textures? I mean sure
- it came with 50 textures but I want to use my Essence II textures which I
- have used in countless projects before!! Has anyone talked to Impulse
- about this? Or will there be an upgrade for Essence textures that work
- with 2.9/3.0? Otherwise Imagine 2.9 is GREAT! I love those particles!
-
-
- ##
-
- Subject: Re: 2.9 particle question (fwd)
- Date: Thu, 18 Nov 1993 23:19:00 -0600 (CST)
- From: Daniel Jr Murrell <djm2@Ra.MsState.Edu>
-
- Forwarded message from Greg:
-
- > From greg.tsadilas@hofbbs.com Thu Nov 18 22:30:34 1993
- > Subject: Re: 2.9 particle question
- >
- >
- > Dan, feel free to send this to the IML
- >
- > Rendering times using the Paricle system...it can increase dramatically
- >
- > A particle can be a FACE, a PRIMITIVE, or another OBJECT
- >
- > Depending which you choose, you will either add NO additional faces, to
- > thousands of additional faces. Each face of an object that you apply the
- > Particle system to becomes a particle. If you predefine the particle to be a
- > 100 faced object, the number of faces becomes 100 x (number of faces in
- > affected object).
- >
- > GreG
- >
-
- ouch! so does that mean that Imagine will be rendering several thousand particles
- for a decently complex particle system, with the particles being a hundred or so
- faces worth each? Does Imagine include any kind of sppedup algorithms to handle
- these cases? Seems like that could take hours to render each frame.
-
- Dan
-
-
-
- ##
-
- Subject: RE: Long Render Times
- Date: Fri, 19 Nov 1993 01:21:19 -0500
- From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- >I've heard this can help quite a bit. Exactly how much, I dunno. I'd
- >wager it helps less for floating point intensive code than otherwise.
-
- Try running AIBB first using standard 68000 code and then use the 020+
- optimized code. I did this on my 3000 and the speed increase is very
- significant.
-
- Jason K.
- CYBERNETIC EXPRESSIONS
-
-
- ##
-
- Subject: Re: Field Rendering
- Date: 19 Nov 93 01:51:00 EST
- From: "J_GEORGE" <J_GEORGE@vger.nsu.edu>
-
-
- Thanks to those that posted that information on field renderings. I have a
- couple of questions:
-
- 1] Although this can't be done within Imagine, has anyone experimented with
- doing so through one of the image processing programs using arexx?
-
- 2] If so, since there would be no time saved during rendering, would the
- savings be passed on to the actual memory used for an animation? Correct me if
- I'm wrong, but that would seem to be a good way to economize on memory usage
- for those creating animations to be played back in memory, thus longer anims
- using less RAM (for those of us who are stuck being memory conscious). ;-)
-
- 3] Okay, so I had to add a third question. Is this a technique commonly used by
- professional [computer] animators?
-
- 4] LAST QUESTION: Are there any books/texts that describe this process in
- greater detail?
-
- Thanks in advance..
-
- I\/Iax I\Iomad
-
-
-
-
- ##
-
- Subject: Re: Archive#43
- Date: Fri, 19 Nov 93 07:41:05 MST
- From: pringleg@cuugnet.cuug.ab.ca (Greg Pringle)
-
- > I'm sure that I already posted this but can't remember it appearing on
- > the list.
-
- That's because you forgot to Cc: to the mailing list when
- you replied to me..
-
- > couldn't upload it to the usual spot on wuarchive. I'll upload it there
- > when waurchive lets me.
- > Nik.
-
- Just came through today.. I sent a copy up to the Imagine Archive.
-
- I also put up a mpeg animation done with imagine PC, and a short
- text file describing how to make mpeg animations from imagine,
- in case anyone's interested..
-
- Greg
-
-
- --
- +------------------------------+---------------------------------------+
- | Greg Pringle | Amiga VBBS - Multitasking, Windowed |
- | pringle@cpsc.ucalgary.ca | BBS'ing! |
- | pringleg@cuugnet.cuug.ab.ca | VBBS 14.4K: (403) 284-2048 & 284-5625 |
- +------------------------------+---------------------------------------+
-
-
-
-
-
-
-
-
- ##
-
- Subject: RE: Long Render Times
- Date: Fri, 19 Nov 93 06:55:09 -0700
- From: Steve Koren <koren@hpfcogv.fc.hp.com>
-
- > Try running AIBB first using standard 68000 code and then use the 020+
- > optimized code. I did this on my 3000 and the speed increase is very
- > significant.
-
- Yeah, but this is a different optimization. Using 020+ code makes the
- compiler use the enhanced 020(30) opcodes which are faster for many
- things than the 000. But there are two completely separate
- optimizations possible for the 040 over the 030. One, which AIBB *does*
- do, is the FP optimization. The other, which it doesn't do, is a
- *reordering* of the instruction stream to achieve maximum
- parallelization and pipelining - this is somewhat independent of whether
- it uses 020/030 or just 000 opcodes. So basically, code which is
- *really* optimized for specifically the 040 will get an even bigger
- improvement than it appears from your AIBB tests. The 060 will get a
- bigger improvement yet from this sort of instruction reordering. Risc
- chips depend heavily on this also.
-
- Now if we could just get C= to give us a real memory subsystem in the
- 4000 we'd get another big improvement in speed.
-
- Well, this is straying away from IML topics, so I'll be quiet now...
-
- - steve
-
-
- ##
-
- Subject: 040 optimization
- Date: Fri, 19 Nov 93 10:11:08 EST
- From: mart4678@mach1.wlu.ca (Phil Martin u)
-
- >
- > need/desire. I would think that if the Imagine code is written in C or some
- > high-level language, it would just be a matter of the right choice of
- > compiler to optimize the code for the '040. However, I don't know if
- > Imagine may not be written in Assembly or maybe parts of it. I suspect it
- > is written in C, though, seeing the port over to 80X86 MS-DOS machines. If
- > it were written in Assembly, I think it would be faster, too. But that
- > would probably be a one-way ticket to the funny farm to do that!
-
- I don't know, if you've got working C code it would mostly be a
- mechanical type of job to translate it into ASM. PageStream 3.0 was
- entirely re-written in ASM, and I'm sure it sees a big speed increase.
- Just look at the speed difference between PD games written in C and
- commercial games written in ASM, there's no comparison.
-
- >
- > It would be nice if Impulse would optimize Imagine for running on an 040
- > machine. Slower rendering times now are partly because Imagine ISN'T
- > optimized for an 040.
-
- I wouldn't worry about this too much, from what I hear the speed increase
- is generally under 10% in the best circumstances.
-
- >
- > Jason K.
- > CYBERNETIC EXPRESSIONS
- >
-
- Phil Martin.
-
-
- ##
-
- Subject: Re: Field Rendering
- Date: Fri, 19 Nov 93 09:44:01 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- Sorry for the length
- >
- > Thanks to those that posted that information on field renderings. I have a
- > couple of questions:
- >
- > 1] Although this can't be done within Imagine, has anyone experimented with
- > doing so through one of the image processing programs using arexx?
-
- I thought 2.9 handled this? isn't that why this discussion came up? Did I
- misread again?
-
- > 2] If so, since there would be no time saved during rendering, would the
- > savings be passed on to the actual memory used for an animation?
-
- Whoops, you missed something. There is a time savings. I didn't notice till
- today, but a previous post kinda misstated something
-
- > we rendered fields like this: and displayed them like this:
- >
- > Frame 1 2 3 4 5 6 Frame 1 2 3 4 5 6
- > +---+---+---+---+---+-- +---+---+---+---+---+--
- > Field A A A A A A Field A A A A A A
- > Field B B B B B B Field B B B B B B
- >
- > Field rendering allows us to and display them as always, but
- > render fields like this: without introducing artifacting:
- >
- > Frame 1 2 3 4 5 6 Frame 1 2 3 4 5 6
- > +---+---+---+---+---+-- +---+---+---+---+---+--
- > Field A A A A A A Field A A A A A A
- > Field B B B B B B Field B B B B B B
- >
- The above isn't really true, as another poster pointed out.
- Its more like this(let me try my hand at ascii):
-
- > we rendered fields like this: and displayed them like this:
- >
- > Frame 1 2 3 4 5 6 Frame 1 2 3 4 5 6
- > +---+---+---+---+---+-- +---+---+---+---+---+--
- > Field A B C D E F Field A B C D E F
- > Field A B C D E F Field A B C D E F
- >
- > Field rendering allows us to
- > render fields like this: And display them like this:
- >
- > Frame 1 2 3 4 5 6 Frame 1 2 3 4 5 6
- > +---+---+---+---+---+-- +---+---+---+---+---+--
- > Field A C E G I K Field A C E G I K
- > Field B D F H J L Field B D F H J L
-
- See, twice as many fields, for the same price! This adds smoothness to the
- animation.
-
- > 3 Okay, so I had to add a third question. Is this a technique commonly used by
- > professional [computer] animators?
-
- I believe it is for TV. For movies, it wouldn't make sense. As to how they
- go from movies to TV, you got me.
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Re[2]: Field Rendering
- Date: 19 Nov 93 07:35:00 -0800
- From: Ed_Totman@ucsdlibrary.ucsd.edu
-
- <...stuff deleted...>
- >3] Okay, so I had to add a third question. Is this a technique commonly used by
- >professional [computer] animators?
- ....
- >Thanks in advance..
- >
- > I\/Iax I\Iomad
-
- The real reason I asked about field rendering in the first place
- is that I know someone who produces animations for TV
- commercials, and his animations look so much smoother than mine.
- I'm sure that field rendering is not the only reason, though.
-
-
- ##
-
- Subject: Re: Field Rendering
- Date: Fri, 19 Nov 93 9:18:11 PST
- From: jwalkup@sfsuvax1.sfsu.edu (Jeff Walkup)
-
- Thomas Setzer writes:
- >
- > 60 fields/s has got to be a lot smoother than 30 frames(30 fields)/s. Nice.
- > The PAR handles this, doesn't it? Someone should try it, let us know the
- > difference.
-
- Yes the PAR handles this nicely. I did a few tests with LW 3.0. I also
- used motion blur. Since motion blur adds about 5 more units of motion
- per frame (that's what it looks like, the manual is very vague),
- I figure that this combo results in about 300 units of _perceived_
- motion per second!
-
- I'm curious though, about how the JPEG compression of the PAR affects
- field rendering. Does the PAR store each field seperately, or does it
- combine them into one compressed frame? Whatever, it looks great when
- played back.
-
- --
- Jeff Walkup - jwalkup@sfsuvax1.sfsu.edu - Digital Animator / Videographer
-
-
- ##
-
- Subject: Lens flare (was RE: 3DS Vs. Imagine speed)
- Date: 19 Nov 1993 17:51:24 +0000
- From: "Oxley David" <oxleyd@dodo.logica.co.uk>
-
- In article <9311182130.AA13712@email.sp.paramax.com>, Breno A. Silva wrote:
-
- >BTW, I hope Imagine 3.0 include Lens Flare.
-
- They've put a lens flare *TEXTURE* in 2.9, that renders sort of
- semi-transparent star shapes in place of the object to which the texture is
- attached. I suppose if you made a lightsource object in the detail editor, you
- could add a lens flare texture to it. I haven't tried this yet, and I wonder
- if the flare would re-orient itself to face the camera as long as the light was
- in the camera's field of view, regardless of how much camera/light movement
- there was...if you see what I mean.
-
- I hope the lens flare texture is just a stop-gap until they implement lens
- flare properly in 3.0. By properly, I mean something like the way Lightwave
- seems to implement it.
-
- Regards, David Oxley. <oxleyd@logica.co.uk>
-
-
-
- ##
-
- Subject: FW: Long Render Times
- Date: Fri, 19 Nov 93 09:29:00 PST
- From: Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil>
-
- ----------
- From: Rick Rodriguez
- To: TedS
- Subject: RE: Long Render Times
- Date: Thursday, November 18, 1993 10:47PM
-
- Imagine IS optimized for the '040. It has been for a very long time.
- Please stop repeating this ridiculous assertion. For confirmation,
- call Impulse tomorrow and speak directly to Mike Halvorson.
- --Rick Rodriguez
-
-
-
- ##
-
- Subject: Re: Motorola FTP site? (was RE: Long Render Times)
- Date: Fri, 19 Nov 93 15:35:09 EDT
- From: Eric Chet <echet@magnus.acs.ohio-state.edu>
-
- >
- > >I believe the FP optimization AIBB does for the 040 is inline in software any
- > >exception traped instructions that are not included in the 040 FPU. This saves
- > >in the exception trap time. I believe on the motorola ftp site it's possible
- > >to get the FPSP source. It would be great if SAS had a option to inline all
- > >040 FPU instructions that are exception trapped. I know in SAS/C 6.50 it does
- > >instruction reordering for the 030/040/882.
- >
- > Where is this Motorola FTP site? What's there?
- >
- > --Andy Church
- >
- >
-
- I have not found a site that mirrors the Motorola BBS totally. This is the
- information I have.
-
- Motorola BBS: 512-440-2725
-
- FPSP source from the Motorola BBS and have converted it
- to GNU GAS format. The source is available by anonymous ftp from:
- ftp.usask.ca /pub/software/fpsp/fpsp_gas.tar.gz
-
- Motorola mirrors
- ernie.uvic.ca
- suniams1.statistik.tu-muenchen.de /incoming/motorola /pub/motorola
- bode.ee.ualberta.ca
- calvin.stanford.edu
- ee.utah.edu
- red.cs.tcu.edu
-
- 68k sites
-
- cabrales.cs.wisc.edu
- lucy.ifi.unibas.ch
-
- Hope this helps. Eric
-
-
- ##
-
- Subject: Re: Field Rendering
- Date: Fri, 19 Nov 93 16:06:04 EST
- From: David Watters <watters@cranel.com>
-
- > I'm curious though, about how the JPEG compression of the PAR affects
- > field rendering. Does the PAR store each field seperately, or does it
- > combine them into one compressed frame? Whatever, it looks great when
- > played back.
-
- The PAR saves each frame (2 fields). Field rendered animations look totally
- spectacular on the PAR!
-
- _ ___
- David ~ |_|,--' |@,__
- Watters ~ ( )-_______-()`-
-
- --
- David R. Watters (watters@cranel.com) Cranel Inc. Development & Engineering
- "Porsche. The very name is, to many, the last word in sports cars. Any car
- blessed with these magic seven letters is sure to be the very best. Period!"
- - Car and Driver, January 1993
-
-
- ##
-
- Subject: Re: Field Rendering
- Date: Fri, 19 Nov 1993 12:02:24 -0800
- From: kkalnasy@bvu-lads.loral.com (Kent Kalnasy)
-
- At 9:44 AM 11/19/93 -0600, Thomas Setzer wrote:
- >> 1] Although this can't be done within Imagine, has anyone experimented with
- >> doing so through one of the image processing programs using arexx?
- >
- >I thought 2.9 handled this? isn't that why this discussion came up? Did I
- >misread again?
-
- 3.0 is supposed to, but I don't think 2.9 does this yet. Or did I just
- miss it? Regardless, it's one of the features advertised for 3.0.
-
- >> 2] If so, since there would be no time saved during rendering, would the
- >> savings be passed on to the actual memory used for an animation?
- >
- >Whoops, you missed something. There is a time savings. I didn't notice till
- >today, but a previous post kinda misstated something
- >
- >> we rendered fields like this: and displayed them like this:
- >>
- >> Frame 1 2 3 4 5 6 Frame 1 2 3 4 5 6
- >> +---+---+---+---+---+-- +---+---+---+---+---+--
- >> Field A A A A A A Field A A A A A A
- >> Field B B B B B B Field B B B B B B
- >>
- >> Field rendering allows us to and display them as always, but
- >> render fields like this: without introducing artifacting:
- >>
- >> Frame 1 2 3 4 5 6 Frame 1 2 3 4 5 6
- >> +---+---+---+---+---+-- +---+---+---+---+---+--
- >> Field A A A A A A Field A A A A A A
- >> Field B B B B B B Field B B B B B B
- >>
- >The above isn't really true, as another poster pointed out.
- >Its more like this(let me try my hand at ascii):
-
- I don't think I misstated anything here. It was more a matter of
- semantics, I believe.
-
- >> we rendered fields like this: and displayed them like this:
- >>
- >> Frame 1 2 3 4 5 6 Frame 1 2 3 4 5 6
- >> +---+---+---+---+---+-- +---+---+---+---+---+--
- >> Field A B C D E F Field A B C D E F
- >> Field A B C D E F Field A B C D E F
-
- This is confusing. How are you distinguishing between the first and
- second field of each frame? Maybe we're miscommunicating the idea of
- fields. One field is all of the odd display lines and the other is all
- of the even display lines. On televisions and interlaced monitors these
- are displayed alternately. On non-interlaced monitors the beam paints
- each display line in sequence, but generally twice as fast. The idea
- of fields does not apply to non-interlaced displays. On televisions
- and other interlaced displays you get one entire frame every 1/25 (PAL)
- or 1/30 (NTSC) of a second, and each field of that frame takes 1/50
- (PAL) or 1/60 (NTSC) of a second to display.
-
- Sorry if this is obvious and for the generalizations. I'm just trying
- to figure out where our disconnect is.
-
- >> Field rendering allows us to
- >> render fields like this: And display them like this:
- >>
- >> Frame 1 2 3 4 5 6 Frame 1 2 3 4 5 6
- >> +---+---+---+---+---+-- +---+---+---+---+---+--
- >> Field A C E G I K Field A C E G I K
- >> Field B D F H J L Field B D F H J L
- >
- >See, twice as many fields, for the same price! This adds smoothness to the
- >animation.
-
- Whether you call the first two fields 1A and 1B (as I did) or A and B
- (as you do) there are still two fields per frame. The earlier discussion
- resulted from different ideas being represented. I was trying to explain
- field rendering in general while the other poster was describing how field
- rendering saves you time over rendering a frame at a time, throwing away alternate fields and merging the remaining fields to achieve the same
- effect as field rendering.
-
- Field rendering doesn't give you any more fields. It's not a matter of
- interlaced vs. Amiga non-interlaced display modes. As a matter of fact,
- this entire discussion presupposes that we're talking about interlaced
- display modes, and focuses on what image is displayed in the second
- field of each frame.
-
- You know, if we had non-interlaced displays as our target, the whole
- issue of field rendering goes out the window. With televisions being
- the prime target though, field rendering remains very important.
-
-
- ------------------------------------------------------------------------------
- Kent Kalnasy kkalnasy@bvu-lads.loral.com
- Loral Advanced Distributed Simulation, Inc.
- Bellevue, Washington (206) 957-3278
- ------------------------------------------------------------------------------
-
-
-
-
- ##
-
- Subject: Re: 3DS Vs. Imagine speed
- Date: Fri, 19 Nov 1993 16:24:30 -0600 (CST)
- From: kalb0003@gold.tc.umn.edu
-
- On Thu, 18 Nov 1993, Breno A. Silva wrote:
-
- > BTW, I hope Imagine 3.0 include Lens Flare. I think it was one of the
- > best (if not THE best) additions of LW 3. With the stage editor inter-
- > activity AND the screen refresh speed up I was waiting, LW will rest a bit,
- > since I prefer the Imagine interface (except the animation of 2.0 that's
- > now GREAT!).
- >
- > Breno A. Silva (INF02@BRUFSE.BITNET)
-
- Here's what they did. One of the many new textures that they
- included is a lens flare texture. In my opinion it is a lame attempt to
- satisfy Light Wave admirerers. It must be applied to a disk and placed
- behind the light. It is a little better than some of the Aladdin 3D pics
- I've seen, but not by much. Not very imaginative.
-
- Maybe the Apex magicians could find a solution?
-
-
-
-
- ##
-
- Subject: good grain and knotholes in aged wooden timbers ?
- Date: Fri, 19 Nov 1993 18:47:22 -0500 (EST)
- From: "JOSEPH F. HART" <VISHART@ubvmsb.cc.buffalo.edu>
-
- Greetings....
-
- I am working on a project involving wood with knotholes in it. I
- have noticed that the supplied wood texture generates a long grain
- that is rather too smooth and straight for my purposes. I would also
- like to try to get some realistic looking knotholes in what appears to
- be aged and crudely cut timbers. Does anyone have any good
- suggestions on perturbing the grain and adding knotholes ?
-
- ___________________________________________________________________
- | Internet: VISHART@ubvms.cc.buffalo.edu
- Joe Hart | /// Plink: OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ AMIGA - Computers for REAL MEN
- ===================================================================
-
-
- ##
-
- Subject: Re: 2.9 Particle Question
- Date: Fri, 19 Nov 1993 18:23:04 -0600 (CST)
- From: Schumacher Gordon C <gschumac@ux4.cso.uiuc.edu>
-
- > As far as the rendering times....I have not gone crazy with
- > particles but they seem to render at a fair pace. If i recall though the
- > manual warns one about using to much since rendering 10,000 dodecahedraons
- > will have 10*10,000 faces etc....
-
- That's something important to keep in mind... BTW, anyone know how come
- it goes quickly? This sort of thing in 2.0 would be *horrendously* slow...
-
- [NitPicker v3.02] Actually, a dodecahedron has 12 faces...
-
- Sorry for not changing the To: line on my first send, BTW... I forgot!
- --
- Gordon Schumacher
-
- /-------------------------------------------------------------------\
- | Champaign- "We apologize for the inconvenience." _@_ |
- | Urbana -HHGTTG / \ |
- | kilroy was here | o o | |
- \-------------------------------------------------------U|--U--|U---/
-
-
- ##
-
- Subject: Imagine Lens Flare
- Date: Sat, 20 Nov 93 0:07:53 EST
- From: woovis@jcnpc.cmhnet.org (William V. Swartz)
-
- I gotta say I kind of like this implementation of the 'Lens Flare Texture' you
- guys are describing in 2.9, but you guys seem to be knocking it. Seems to me
- it will come in handy to be able to pick which light sources cause flaring as a
- scene with many lights placed for effect would look rediculous with say, flares
- crawling up a wall behind a table lamp! This may not be the best example of
- what I mean and it may be a false assumption on my part that all lights in LW
- will flare if that option is enabled but still I would not be so quick as to
- trade this method for LW's.
-
- Methinks I will go ahead and order so I can play with 2.9 as I am getting a
- feeling of longer delays on 3.0! (Not really, I just want to see the new stuff
- bad enough now from reading everyones comments!)
-
- //
- \X/ -BiL-
- woovis@jcnpc.cmhnet.org (See my 'Imagine'-ary signature below)
-
-
- ##
-
- Subject: 2.9 Startup
- Date: Sat, 20 Nov 93 07:54:09 GMT
- From: Andrew Nunn <apn@moby.demon.co.uk>
-
- Remember the days of the long pause while the title screen loaded? In
- 2.9 if Imagine.pic is missing from the directory, the program jumps
- straight to the project editor.
-
- Andrew
-
-
- ##
-
- Subject: Re: FW: Long Render Times
- Date: Fri, 19 Nov 1993 23:59:47 -0800 (PST)
- From: Steve Lopez <lopez@cyberspace.com>
-
- On Fri, 19 Nov 1993, Stethem Ted 5721 wrote:
-
- > From: Rick Rodriguez
- > To: TedS
- > Subject: RE: Long Render Times
- > Date: Thursday, November 18, 1993 10:47PM
- >
- > Imagine IS optimized for the '040. It has been for a very long time.
- > Please stop repeating this ridiculous assertion. For confirmation,
- > call Impulse tomorrow and speak directly to Mike Halvorson.
- > --Rick Rodriguez
-
- I'm Inclined to agree...It really cooks on my 2000 w/GVP 040 '33 I have
- averagespeeds of 1-2 mins per frame, and the longest I've been able to
- slow it is about 15 mins per frame. Although, It's not nearly as fast on
- my friends 4000, I wonder why? I think maybe the people having trouble
- might try diddling with the prefs a bit...I changed the Octree settins a
- bit when I first got it...just fooled with it, and now it's faster. Good
- luck!
-
- Only on AMIGA!!
-
- /----------------------------------------------\
- / /// Steve Lopez -> lopez@cyberspace.com \
- / /// Student at -> Art Institute of Seattle \
- / \\\/// Program -> Audio & Video Production \
- \ \XX/ `040' Computer -> Amiga 2000 GVP040'33 DCTV /
- \ : DSS8+ 9megs Flicker fxr /
- \ "I can do that..." : Midi DJ500c Supra 14.4k /
- \----------------------------------------------/
-
-
-
-
-
- ##
-
- Subject: Re: trace vs scanline
- Date: Sat, 20 Nov 93 08:23:18 EST
- From: marino@mindvox.phantom.com (Paul Marino)
-
- Ted,
-
- It sounds like your running into the same wall that we've all run into at one
- time or another.
-
- Lots of ambition, no speed.
-
- Well, my solution would be to composite your animation.
-
- What I mean by that is, if your camera doesn't move throughout the animation
- you can generate ONE still image of your Atlantis scene, and then
- scanline render only the animated objects.
-
- This can be done easily by generating that first frame (Atlantis) and then use
- it as your background frame within Imagine.
-
- It sounds as if their are other ways around this prob as well...(Complex anims
- often have complex solutions....I've been through this plenty of times)
-
- Leave some "E" on how you made out...
-
- Your fellow Imagineer,
-
- -Paul Marino.
-
-
-
- ##
-
- Subject: Re: Imagine 2.9 - It's HERE!
- Date: Sun, 21 Nov 1993 01:41:10 +1100 (EST)
- From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
-
- On Tue, 16 Nov 1993, Michael B. Comet wrote:
-
- >
- >
- > >
- > >You mention editing in Detail editor in perspective. Can you actually
- > >move points and faces or not ? This would be way cool if possible.
- > >
- > >Nik.
- > >
- > >
- > >
- > >
- >
- > Yes, it draws the points faces etc in perspective, and you can
- > select and move them in the perspective window with clicking, bounding box
- > and lasso etc...
- >
- > Pretty neat.
-
- Alright! I can't wait to get it!
- Should be early next week hopefully.
-
-
-
- Nik.
-
-
-
-
- ##
-
- Subject: RE: Long Render Times
- Date: Sun, 21 Nov 1993 02:12:45 +1100 (EST)
- From: Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
-
- On Thu, 18 Nov 1993, Steve Koren wrote:
-
- >
- > > could express very deeply that 3.0 should be optimized for the '040. Or
- >
- > If they are using SAS/C (good chance they are, I'd guess), then before
- > version 6.50 you could optimize for the 68030 (which used 030 op codes),
- > but there was no specific instruction scheduler for the 040. As of
- > 6.50, there is; it reorders instructions to try to get maximum
- > parallelism from the CPU. (Certain combinations of instructions can be
-
- >From what a friend has told me who looked at the code, Impulse is using
- Manx C. Now, Manx C is no longer available for the Amiga. Also, I think
- that Impulse have indicated that they are now doing the software writing
- on the PC. So, this creates 2 problems these days as far as optimization
- goes.
-
- Nik.
-
-
-
-
- ##
-
- Subject: 3D anim software rated
- Date: 17 Nov 93 11:28:00 -0800
- From: Ed_Totman@ucsdlibrary.ucsd.edu
-
- <Thanks to all who replied about backgrounds and trace times.>
-
- Get the Nov 93 special issue of NewMedia magazine. The following
- software packages are compared. I would say that Imagine rates
- favorably in the comparison:
-
- 3d reality adobe dimen. aladdin 4d animatrix mod. ark geom.
- 3d studio caligari 24 caligari brdc caligari wind cheetah 3d
- crystal 3d crystal topas dynaperspectve electricimage envisage 3d
- explore frontface gig 3dgo IMAGINE 3.0 infini-d
- lightwave macromodel pwr animator presenter prof ray dream 5.0
- real 3d v2 realize rend renderize live sculpt 3/4d sculptor
- showplace sketch! softimage env stratavision studiopro
- swivel 3d adv visualizr three-D upfront vertigo 9.5
- walthrough win visual reality will vinton's playmation
-
- One of the catagories is "alpha channel compositing", which is not
- supported in Imagine. Is this related to "field rendering?".
- What do these two terms mean and how do they relate to 3d
- animation?
-
-
- ##
-
- Subject: Re: Sphere primitive doesn't work
- Date: Wed, 17 Nov 1993 16:12:13 -0600 (CST)
- From: Daniel Jr Murrell <djm2@Ra.MsState.Edu>
-
- >
- >
- >
- > I've got my 2.9 PAL upgrade a couple of days
- > ago. I noticed that it impossible to apply
- > Deformations or different Pick/Add modes to
- > the sphere primitive (Function/Add/Sphere).
- > Anyone encountered similar problems?
-
- No, you can't deform the sphere primitive. It doesn't have any real
- points to deform around. Deformations only work when there is a point to
- pivot/twist/whatever around. Try the faceted sphere instead.
-
- A question:
- I was going to wait until 3.0 is out to upgrade. Y'all think I ought
- to go ahead and do it now? I'm getting really jealous listening to the
- stories about the particle systems, deformations, real-time perspective
- window updating, etc.
-
-
- >Jacek
-
- Danimal
-
-
-
- ##
-
- Subject: Alpha Compositing
- Date: Sat, 20 Nov 93 11:22:58 EST
- From: marino@mindvox.phantom.com (Paul Marino)
-
- Sorry to be so behind the times...(my email had Ted's first post in front
- of all the responses)
-
- Ted, (& all others who are interested...)
-
- I'm sure by now you've tried this method of rendering the
- still background image, you might want ot use an alpha channel render
- to composite the animation (Jason Birch mentions this in his post)
-
- Its actually quite simple, however you'll need ADPro to help you...(If
- you don't have ADPro, I strongly suggest you RUN out and buy a copy right
- away...)
-
- In Imagine...
-
- 1) Render your animated submarine (or spaceship, or airplane,
- or mother-in-law, etc.) by itself.(preferrably over a black background)
-
- 2) Now go into the detail editor and load the object(s) that are moving
- in your animation.
-
- 3) Take off ALL of the attributes that you have applied to the object.
- ---
- 4) Make the object(s) 255 white and click on BRIGHT. (This makes your
- object fully shading independent).
-
- 5) Save this object(s) as another name (I usually end with the suffix ".alf")
-
- 6) Exit the Detail editor.
-
-
- So far, this might sound a bit unusual but stay with me its worth the trouble.
-
-
- 6) Using the CLI or WB (or any other directory util you have)
- Copy the Project you rendered the animated moving object. Again,for
- consistency and clarity label the new project "X_Alf.imp"
-
- 7) Go back into Imagine and open up your new "X_Alf" project.
-
- 8) Enter the Action Editor. Locate your moving object(s) and replace its
- name with the new white object(s).
-
- 9) Render this white object animation.
-
- Now, what you've just created is an animation of this white object(s) which,
- when rendered, will be pixel-to-pixel to the animated colored object(s).
-
- You may now ask "Why in the world do I need this?".
-
- We created this animation so that we can composite (there's that word again)
- our object on top of a scene that on its own takes hours(9 hours, TBE).
-
- We'll use these frames in ADPro to as elements to composite with.
-
- Now load up ADPro.
-
- 1) Load the background image into ADpro. (Atlantis?)
-
- 2) Click on the "Replc" button and make sure it switches to "Comp".
-
- 3) With the loader set to "Alpha", open the first picture of
- your first animation.
-
- 4) After this picture loads in, a "composition control" requester will appear.
- Click on "O.K.". (FYI - this requester allows you to manipulate the
- compositing of images, we dont need to use it here however.)
-
- 5) After leaving the "composition control" requester, a SECOND file requester
- will appear asking for an alpha channel file. This is where our white object
- frames come in. Click on the first frame of that animation.
-
- **** NOTE: the white object frames need to be first converted to ****
- **** grayscale (8 bit) before they can be used by the alpha loader ****
-
- ADPro then examines the white object frame. It lays in the color object
- over the background image, using the white object frame as reference for
- transparency. (full white->opaque, full black-> totally transparent)
-
- 6) After a few seconds... Hooray! You've just composited a frame!
-
-
- This gives you quite a bit of control over rendering.
-
-
- Question:
- What happens if you have objects that don't move in front of
- your moving animation? How do I get my object to go behind it?
-
- Answer:
- Easy. In your white object animation include those objects as well. Only
- make those black - 0 black. When ADPro gets to the frame in which the white
- object goes behind the black,it will only place the color object (your first
- animation) where white exists. Thus creating "foreground" with
- of your background image.
-
-
-
- BTW, ADPro uses FRED to apply this technique over sequential frames.
-
- Also, Imagine 3.0 will supposedly have alpha channel support. So having to copy
- projects for alpha passes SHOULD be a thing of the past.
-
- Hope this answers more questions than it creates....
-
- Your friendly NYC Imagineer,
- Paul Marino.
-
- P.S. Sorry for eating up so much space...
-
-
- ##
-
- Subject: Yellow Crystal Sphere
- Date: Mon, 22 Nov 93 11:12:24 CST
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- Hello,
-
- I'm trying to figure out the lighting and attribute settings to
- make a transparent crystal ball with a bright yellow tint.
-
- I have a acheived the transparency effect fine by playing with the
- filter value, however I'm have a hell of a time getting the color
- to show as yellow. I have set the attribute values to the
- following.
-
- Color: R=255
- G=255
- B=0
-
- Reflectance: R=1
- G=1
- B=1
-
- Filter: R=255
- G=255
- B=0
-
- Hardness is 255, Shininess=0, Specular is a little brighter than
- color. I have a global brush map of sky colors for some metalic
- elements that will come into the animation later.
-
- The sphere tends to take on the colors of the global brush map as
- opposed to the color of the sphere as defined in its attributes.
- the specular highlights show as the color I need.
-
- I thought perhaps I needed a light behind it to illuminate the
- glass. So I added a cylinrical light, tracked it to the sphere,
- and placed it behind and above the sphere. I'm still getting a
- purpleish sphere, as opposed to a yellow sphere.
-
- Any ideas?
-
- The sphere looks great. The transparency is great. I just need
- it to be yellow. What am I missing? I have practically memorized
- Understanding Imagine 2.0 (page 36 I think) about understanding
- the attribute settings. I still must be missing something.
-
- Dale
-
-
- ____________________________^____________________________
- dale r. rogers
-
- Intergraph Corporation
- Building Design & Management MailStop: LR24A4
- drrogers@b24a.b24a.ingr.com Tel: (205) 730-8294
- .
-
-
-
- ##
-
- Subject: Re: Sphere primitive doesn't work
- Date: Mon, 22 Nov 93 12:40:04 CST
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- |The sphere primitive (as in 1.1) is a mathematical construct, not a set of
- |discrete points. The wireframe you see is just an approximation. Use the
- |Sphere listed with the other primitives, where you can define the point
- |count, and you'll be able to edit it.
-
- Is this function in 2.0? Also, would it take less time to render
- due to the absnce of points?
-
- I have a crystal ball that I am using in an animation. I need to
- assign it various attributes, but will not morph it, or change
- it's shape at all. It takes a long time to render because I
- created it with a lot of faces in order to get the smooth surface.
- Decreasing the number of points would speed things up
- considerably.
-
- Dale
-
-
-
- ##
-
- Subject: Re: Imagine Lens Flare
- Date: Mon, 22 Nov 93 11:22:15 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > I gotta say I kind of like this implementation of the Lens Flare Texture you
- > guys are describing in 2.9, but you guys seem to be knocking it. Seems to me
- > it will come in handy to which light sources cause flaring
-
- LightWvae gives you full control of flare parameters for every light source
- individually. Only those lights you choose will have any flare effects. The
- implementation and results are vastly superior to any other implementation
- I have seen in other 3D programs (including 3D Studio). I have to say that
- Imagine's implementation is rather lame.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: Field Rendering
- Date: Fri, 19 Nov 93 12:05:30 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- > The savings come into play when someone might have done this manually.
-
- However, even when done automatically by the software, there is a render time
- penalty for field rendering. Even though the same number of pixels are
- being computed per frame, the presence of two time shifted fieds means that
- all the initization calculations most be done twice for each frame. This
- includes traversing the database, all coordinate transformations, computing
- shadow maps, etc. However, generally this is not a huge impact.
-
- > 60 fields/s has got to be a lot smoother than 30 frames(30 fields)/s.
-
- It is MUCH smoother, especially when there is a lot of motion right in front
- of the camera.
-
- > The PAR handles this, doesn't it? Someone should try it, let us know the
- > difference.
-
- The PAR fully supports fields and frames. The difference can be tremendous
- when there is a lot of frame to frame motion. The individual frames look
- pretty crappy because of the time separation of the fields, but the resulting
- animation very smooth. If you take a look at the individual frames of my
- Creature animation I uploaded, you will note that they are field rendered
- (and some are also motion blurred).
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: Sphere primitive doesn't work
- Date: Mon, 22 Nov 93 15:36:14 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- >
- > |The sphere primitive (as in 1.1) is a mathematical construct, not a set of
- > |discrete points. The wireframe you see is just an approximation. Use the
- > |Sphere listed with the other primitives, where you can define the point
- > |count, and you'll be able to edit it.
- >
- > Is this function in 2.0? Also, would it take less time to render
- > due to the absnce of points?
- >
- Yes. Yes(actually there is probably a different algorithm for the intersection
- of a ray(ray-tracing) for the math sphere which causes the speed up)
-
- > I have a crystal ball that I am using in an animation. I need to
- > assign it various attributes, but will not morph it, or change
- > it's shape at all. It takes a long time to render because I
- > created it with a lot of faces in order to get the smooth surface.
- > Decreasing the number of points would speed things up
- > considerably.
-
- Yes, use the sphere if you can. I think it is under the add in the function
- menu. Not under primitives but on the same level as primitives and axis etc.
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
-
- ##
-
- Subject: Re: Yellow Crystal Sphere
- Date: Mon, 22 Nov 93 15:32:18 CST
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- |> Filter: R=255
- |> G=255
- |> B=0
- |
- |I *think* you have to set:
- |
- | Filter: R=0
- | G=0
- | B=255
- |
- |because you want to filter out the blue, and leave the yellow. You're
- |filtering out the yellow and leaving the blue.
-
- Interesting. I could have sworn the book said you are setting the
- value that you want to want to pass through. It was talking about
- a stained glass effect. Therefore, if you wanted a tinted glass,
- you would set the value to the color that you wanted the color to
- be. Maybe I just had a brain fart and misinterpreted the
- paragraph. I'll double check.
-
- Thanks,
-
- Dale
-
-
- ____________________________^____________________________
- dale r. rogers
-
- Intergraph Corporation
- Building Design & Management MailStop: LR24A4
- drrogers@b24a.b24a.ingr.com Tel: (205) 730-8294
- .
-
-
- ##
-
- Subject: Re: Sphere primitive doesn't work
- Date: Mon, 22 Nov 1993 16:26:00 -0600 (CST)
- From: Schumacher Gordon C <gschumac@ux4.cso.uiuc.edu>
-
- > I have a crystal ball that I am using in an animation. I need to
- > assign it various attributes, but will not morph it, or change
- > it's shape at all. It takes a long time to render because I
- > created it with a lot of faces in order to get the smooth surface.
-
- If I am not mistaken, though, it would be impossible to morph the sphere
- primitive - for the exact reason that it *has* no points.
-
- Anyone tried this?
- --
- Gordon Schumacher
-
- /-------------------------------------------------------------------\
- | Champaign- "We apologize for the inconvenience." _@_ |
- | Urbana -HHGTTG / \ |
- | kilroy was here | o o | |
- \-------------------------------------------------------U|--U--|U---/
-
-
- ##
-
- Subject: Work area size
- Date: Mon, 22 Nov 93 15:02:40
- From: greg.tsadilas@hofbbs.com
-
- About a week I said that Imagine 3.0 will allow you to define a larger
- work area. This was based on a conversation I had with Mike Halvorson.
- Since then I found that I misunderstood. Apparently the ACTION editor
- will have more room in it. The editors will remain as-is size-wise.
-
- GreG
-
-
- ##
-
- Subject: screen size bytes
- Date: Mon, 22 Nov 1993 20:20:02 -0500
- From: "Mr. Scott Krehbiel" <scott@umbc.edu>
-
- Did any9one post the locations of the numbers to change the
- screen size? Can someone mail me that information please??
-
- I'm talking about the hack to let Imagine run on other graphics
- boards.
-
- thanks
- Scott Krehbiel
- scott@umbc4.umbc.edu
-
-
- ##
-
- Subject: RE: imagine 2.9
- Date: Mon, 22 Nov 93 21:53:13 GMT
- From: Waland J F <walaj@essex.ac.uk>
-
- Hi, I've just joined the list, have imagine 2.0 (from Amiga Format, here in
- the UK) and am waiting for my copy of Imagine 3.0 (#95 not #75 as stated in the
- magazine !!! -should cheer all those who are upset about the pricing structure)
-
- anyway, I have seen references to imagine version 2.9 - what is it and what
- does it do (especialy what is new compared to 2.0)
-
- thanks in advance,
-
- jon
-
-
- ##
-
- Subject: Envisage 3D Competive Upgrade Offer from Imagine
- Date: Mon, 22 Nov 93 21:08:12 -0600
- From: "Tech Support" <wk00725@worldlink.com>
-
- TO: IML Imagineers
-
- FROM: Byte by Byte Corporation, a leading provider of professional 3D
- modeling, rendering, and animation software. Developers of the
- Sculpt 3D and Sculpt-Animate 4D software for the Amiga as well as the
- Sculpt series of 3D software for the Apple Macintosh. Recently
- released Envisage 3D for the MS-DOS platform.
-
- PRODUCT: Envisage 3D is a professional 3D modeling, rendering, and
- animation software package running on MS-DOS based computers.
- The product lists for $995 and has been shipping since August 1993.
-
- SPECIAL OFFER: Limited offer to acquire Envisage 3D for $500, a 50% savings.
- 30 day money back guarantee if not satisfied.
-
- WHO QUALIFIES: First 50 Imagine owners with proof of Imagine ownership.
- Any owner of Sculpt-Animate 4D for the Amiga (unlimited)
-
- VERSION: The commercial 1.1 version of Envisage 3D complete with in depth
- documentation.
-
- HOW TO ORDER: Contact Byte by Byte Corporation
- Voice: (512) 795-0150
- Fax: (512) 795-0021
- BBS: (512) 795-0032
- Internet: wk00725@worldlink.com
-
- PAYMENT METHODS: Mastercard, VISA, Cashier's Check, Company Check
- Personal checks may require ten days to clear.
-
-
- ENVISAGE 3D FEATURE LIST
-
- Modeler: Workstation grade, hybrid spline/vertex editor with high speed redraw
- Four view using plan, elevation and interactive perspective view
- Individual models up to 7 million polygons, edges, or faces
- Automatic construction of models from plan and elevation profiles
- Deformation modeling with Shaper and Magnet tools
- Boolean subtractive modeling and intersection
- Lofting of non-parallel cross-sections with different vertice counts
- Welding: seam and crease specification and control
- Built-in procedural spirals and helices
- Path extrusion with size changes
- Type in ATM fonts
- Automatic fill of enclosed polygons or to a specified point
- Automatic beveling and roundovers
- Height fields using image maps to create models, terrains, etc.
- Mathematical surface generation
- Various explodes and shatters
- Equal facility with organic or geometric forms
- Interactive real time rotation and scaling
- Selection by any attribute including colors, textures, etc.
- Tracing of GIF images
- Hierarchical naming and linking of models
-
- Rendering: High speed Phong rendering - render 1 to 3 minutes per frame
- Image mapping with up to 32 maps per model
- Bump mapping
- Reflection and environment mapping
- Glass, mirrors, and reflections
- Procedural textures with preview
- Automatic Shadow casting
- Unlimited number of lights
- Glows
- Ambient, point, spot - lights selectable with or without shadows
- Hidden line wireframe with adjustable detail resolution
- Rich high resolution renderings up to 5,000 x 5,000 pixels
- Five selectable levels of anti-aliasing
- Generation of FLI and FLC files
- Optional rendering modules for SGI, Sun, DECStation, and VAX workstations
-
- Animation: Professional timeline editor
- Interactive real time frame control
- Real time preview without need for pre-calculation
- Skeletonal animation
- Comprehensive morphing
- Dynamic fluid surfaces (ripple and oceanic wave generation)
- Animated ground plane
- Animated FLI and FLC textures for movies within movies
- Graphic velocity and position controls for ease-in and ease-out
- Interactive spotlight and camera cone tracking
- Multiple cameras
- User customizable bounding boxes
- Automated special effects (modulation, springs, shaking, etc)
- Open architecture for 3rd party plug-in effects and textures
-
- Imports: DXF, ATM, Imagine 2.0, 3D Studio, GIF, TGA, TIFF, FLI, FLC
-
- Exports: DXF, 3D Studio, GIF, TGA, TIFF, FLI, FLC
-
-
- ##
-
- Subject: Re: Sphere primitive doesn't work
- Date: Tue, 23 Nov 93 02:57:22 PST
- From: 23-Nov-1993 0540 <leimberger@marbls.enet.dec.com>
-
- Dale,
-
- I was never happy with the sphere primitive. If you get close
- you will see it is not as detailed as the other. It renders faster
- and there may be times you can take advantage of this. I recently
- played with an anim that simply took the title I use for my
- hobby work(never have time to do real work) and morphed it from
- a sphere into three lines of test. Well when I conformed the text
- to a sphere it was fairly ragged. I encased this inside another
- sphere for the first frame. Then I dropped the outer sphere, and
- started the explode in the second frame. Because of the speed of
- it happening you are hard pressed to tell there are seperate
- objects involved. In a case like this I may get away with the
- primitive sphere(but I diden't bother for 1 frame). However if
- your close up and locked on your sphere you probably can't.
- BTW I recently modeled a crystal ball. It sits in a fancy
- gold ring with three prongs to support it. The ring sets on a
- wooden base Imade with the sweep function. It's not to bad at
- all. I scaned in the parts used for the prongs as opposed to
- trying to model them. As for color, Your always going to pick
- up the global map. If you turn down some of the filter settings
- you loose tranparency. Is it possible to wrap the sphere in a
- yellow brush and use essence to filter the brush?
- bill
- /*
-
- bill leimberger nashus n.h.
- */
-
-
- ##
-
- Subject: Re: Yellow Crystal Sphere
- Date: Tue, 23 Nov 93 8:19:13 CST
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- |Hey Dale,
- | About your yellow crystal sphere, you didn't mention how
- |much reflectivity you had, but you may have your specular
- |settings a little high. That's probably why you're picking up
- |your global colors, instead of showing your yellow sphere.
- | I've also found a less intense yellow seems to show a
- |warmer color. Maybe you want that cold yellow, but just for a
- |lark, try easing your red back to say 220, and your green down to
- |190 or 180. It really makes a golden yellow.
- |
-
- I thought I had mentioned my reflectivity. It is set to 1,1,1.
- That way it would reflect the entire spectrum; but just slightly.
- As far as the specularity, I thought the settings merely indicate
- the color of the highlights. If the sphere is yellow, I would
- want the highlights to be a slightly brighter yellow. Is this not
- how the specular setting works? Why would the specular setting
- influence the global parameters?
-
- BTW, I did back off on the yellow a bit and it is warmer looking;
- thanks :-)
-
- Dale
-
-
-
- ____________________________^____________________________
- dale r. rogers
-
- Intergraph Corporation
- Building Design & Management MailStop: LR24A4
- drrogers@b24a.b24a.ingr.com Tel: (205) 730-8294
- .
-
-
- ##
-
- Subject: Statue of Liberty object
- Date: Tue, 23 Nov 1993 16:25:44 +0100 (MET)
- From: Lorenzo Buonomo <buonotto@cli.di.unipi.it>
-
- Does exists an object of Statue of Liberty?
- Someone can UUENCODE-EMAIL me it (if it's a PD object)
- thanks in advance
- Lorenzo Buonomo
- EMAIL: buonotto@cli.di.unipi.it
-
-
- ##
-
- Subject: script for rain effects
- Date: Tue, 23 Nov 93 08:52:21 -0700
- From: Steve Koren <koren@hpfcogv.fc.hp.com>
-
- Hi,
-
- Here is a little ARexx script I wrote to accomplish adding rain effects
- to rendered images (from anything; doesn't have to be Imagine). The
- script requires ImageFX (which no self respecting 3D artist should be
- without anyway :-) ). It works best if your scene has the WaterDrops
- texture from EssenceII applied to surfaces where appropriate. The final
- rain ends up looking similar to that in Mark Thompson's (cool) "Store"
- image. Its a decent effect for post-processing, although naturally the
- rain won't end up reflecting the lighting conditions in your scene
- unless you use an alpha channel to make it do so. This is also not
- useful for animation. If someone wants to enhance the script to do
- animated rain, feel free. Shouldn't be too hard. You can also use an
- alpha channel in ImageFX to apply rain to only certain parts of your
- picture.
-
- You get to choose about 12 parameters of the rain. The script will pick
- reasonable defaults based on your image width and height.
-
- BTW, as long as I'm on the topic of ARexx, why oh why won't Impulse add
- an ARexx port to Imagine? It would be just *incredibly* useful. They
- don't have one in 2.9/3.0, do they? The things you could do combining
- Imagine & other graphics tools with ARexx would be incredible, if only
- Impulse would do a little work on an ARexx port. We *are* in the 90's,
- after all.
-
- - steve
-
-
- ~~~ cut here ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- /*sys:rexxc/rx
-
- *****************************************************************************
- * *
- * ARexx program to simulate rain effects in the current ImageFX buffer. *
- * *
- * Author: Steve Koren *
- * Date : 20-Nov-93 *
- * *
- * This code prompts for the following parameters: *
- * *
- * length = length of rain, in pixels *
- * vary = rain length variation, in pixels *
- * width = rain width, in pixels, 1-8 *
- * blend = rain blending with background (0=transparent, 100=opaque) *
- * skew_pc = percent slant variation in individual rain streaks *
- * (this is best small) *
- * density = rain density (0=none, 100=a whole lot) *
- * slant = slant bias of all rain streaks (-40 to 40 or so) *
- * vwidth = set to vary width of rain streaks *
- * vlength = set to vary length of rain streaks *
- * r = rain color, r, 0-255 *
- * g = rain color, g, 0-255 *
- * b = rain color, b, 0-255 *
- * *
- * Defaults are chosen for all values. The following values are chosen *
- * based on the size of the image: *
- * *
- * length *
- * vary *
- * width *
- * *
- *****************************************************************************/
-
- OPTIONS RESULTS
-
- /* -- if an ImageFX is not running, complain ------------------------------ */
-
- if pos('IMAGEFX.1', (show(ports))) = 0 then do
- say "ImageFX server not running."
- exit 5
- end
-
-
- /* -- Get info about current buffer --------------------------------------- */
-
- GetMain
- if result = "" then do
- RequestNotify "Operation requires a buffer."
- exit 0
- end
-
- PARSE VAR result buf.name buf.width buf.height buf.depth .
-
-
- /* -- set defaults -------------------------------------------------------- */
-
- rain.length = buf.height / 14
- rain.width = buf.width / 160
- rain.blend = 45
- rain.vary = buf.height / 20
- rain.skew_pc = 2
- rain.density = 20
- rain.slant = 10
- rain.vwidth = 0
- rain.vlength = 1
- rain.r = 115
- rain.g = 109
- rain.b = 102
-
-
- /* -- request parameters from user ---------------------------------------- */
-
- RainReq.1 = 'I/120/16/Rain Length :/'||rain.length
- RainReq.2 = 'I/310/16/Rain Width :/'||rain.width
- RainReq.3 = 'I/120/30/Rain Blend :/'||rain.blend
- RainReq.4 = 'I/310/30/Rain Vary :/'||rain.vary
- RainReq.5 = 'I/120/45/Rain Skew Pc :/'||rain.skew_pc
- RainReq.6 = 'I/310/45/Rain Density :/'||rain.density
- RainReq.7 = 'I/120/60/Rain Slant Pc:/'||rain.slant
- RainReq.8 = 'X/200/62/Vary Width/'||rain.vwidth
- RainReq.9 = 'X/315/62/Length/'||rain.vlength
- RainReq.10 = 'I/120/80/Rain R:/'||rain.r
- RainReq.11 = 'I/220/80/G:/109:/'||rain.g
- RainReq.12 = 'I/320/80/B:/102:/'||rain.b
-
- ComplexRequest '"Rain Effect Parameters"' 12 RainReq 430 115
-
- if rc ~= 0 then do
- RequestNotify "Cancelled."
- exit 0
- end
-
- rain.length = max(result.1, 5)
- rain.width = min(result.2, 8)
- rain.blend = max(min(result.3, 100), 0)
- rain.vary = max(result.4, rain.length)
- rain.skew_pc = min(result.5, 100)
- rain.density = max(min(result.6, 100), 0)
- rain.slant = max(min(result.7, 100), 0)
- rain.vwidth = result.8
- rain.vlength = result.9
- rain.r = max(min(result.10, 255), 0)
- rain.g = max(min(result.11, 255), 0)
- rain.b = max(min(result.12, 255), 0)
-
- rain.numlines = buf.height * buf.width / rain.length / rain.width
- rain.numlines = trunc(rain.numlines * rain.density / 1000)
-
-
- /* -- get old state info -------------------------------------------------- */
-
- LockInput
- Redraw Off
-
- LockGui
- DrawMode Normal; old_drawmode = result
- Blend rain.blend; old_blend = result
- Pen 0 rain.width; PARSE VAR result old_pen.type old_pen.size
- EdgeMode FeatherIn rain.width; PARSE VAR result old_e.m old_e.r
- GetPalette 0; PARSE VAR result oldp.r oldp.g oldp.b
- SetPalette 0 rain.r rain.g rain.b
- UnLockGui
-
-
- /* -- draw a bunch of lines ----------------------------------------------- */
-
- randu(time(seconds)) /* set seed */
-
- BeginBar "Rain" rain.numlines
-
- do i = 1 to rain.numlines
- line.x0 = trunc(randu() * buf.width)
- line.dy = rain.length + trunc((randu() - .5) * 2 * rain.vary)
- line.y0 = trunc(randu() * buf.height) - line.dy
- line.x1 = line.x0
- if rain.vlength ~= 0 then do
- line.x1 = line.x0 + line.dy * rain.skew_pc / 100 * (randu() - .5) * 2
- end
- line.x1 = line.x1 + line.dy * rain.slant / 100
- line.y1 = line.y0 + line.dy
-
- LockGui
- if rain.vwidth ~= 0 then do
- newwidth = trunc(randu() * rain.width) + 1
- Pen 0 newwidth
- EdgeMode FeatherIn newwidth
- end
-
- Line line.x0 line.y0 line.x1 line.y1
- UnLockGui
-
- Bar i
-
- end
-
- EndBar
-
-
- /* -- restore state info -------------------------------------------------- */
-
- DrawMode old_drawmode
- Blend old_blend
- Pen old_pen.type old_pen.size
- SetPalette 0 oldp.r oldp.g oldp.b
- EdgeMode old_e.m old_e.r
-
- randu(time(seconds))
-
- UnlockInput
- Redraw On
- Redraw
-
- exit 0
-
-
- ##
-
- Subject: Re: Work area size
- Date: Tue, 23 Nov 1993 11:53:45 -0500
- From: Jason B Koszarsky <kozarsky@cse.psu.edu>
-
- > Since then I found that I misunderstood. Apparently the ACTION editor
- >will have more room in it. The editors will remain as-is size-wise.
-
- How can various graphics boards promote Imagine to larger work areas but this
- can't be done with the stock chipsets?
-
- Jason K
-
-
- ##
-
- Subject: 2.9 and DCTV
- Date: 23 Nov 93 09:36:00 -0800
- From: Ed_Totman@ucsdlibrary.ucsd.edu
-
- I've noticed that DCTV does not display properly from 2.9,
- renders and animations included. I have to display the
- images from other programs. Anyone else have this problem?
-
- BTW, the new crumpled texture makes an excellent
- bottom-of-the-pool pic/anim!
-
- Ed
-
-
- ##
-
- Subject: NTSC anim questions
- Date: Tue, 23 Nov 1993 10:40:02 PDT
- From: scott.pack@aldus.com (Scott Pack,SQA)
-
- Hi Imagineers!
-
- I have a opportunity to produce a animation for a local company for use in
- a sales video. The animation they want is pretty simple, but I've never
- gone to tape with a animation. So I have a few questions.
-
- 1. What is the aspect ratio of a NTSC screen?
- 2. What are some general rules about colors? (i.e. avoid saturation)
- 3. How can I field render in Imagine 2.0? (This hasn't been covered, has
- it?)
- 4. What's the best way for me to provide my work to the video producer who
- will be using a Toaster? (i.e. framestores, IFF24's, complete anim -
- format?)
-
- Thanks.
-
- -Scott
- scott.pack@aldus.com
-
-
-
- ##
-
- Subject: Re: 2.9 and DCTV
- Date: Tue, 23 Nov 1993 14:18:40 -0500
- From: changc9@rpi.edu (Cedric Georges Chang)
-
- On Nov 23, 9:36am, Ed_Totman@UCSDLIBRARY.UCSD.EDU wrote:
- > Subject: 2.9 and DCTV
- > I've noticed that DCTV does not display properly from 2.9,
- > renders and animations included. I have to display the
- > images from other programs. Anyone else have this problem?
-
- > Ed
- >-- End of excerpt from Ed_Totman@UCSDLIBRARY.UCSD.EDU
-
- I have called Impulse about this and the bug has already been reported.
- Imagine 3.0 will have this problem fixed.
-
- Cedric
-
-
- --
- ---------------------------------------------------------------------------
- Cedric Chang Mechanical Engineer // Commodore
- changc9@rpi.edu Rennselaer Polytechnic Institute \X/ Amiga 3000
- ---------------------------------------------------------------------------
-
-
- ##
-
- Subject: Re: Field Rendering
- Date: Tue, 23 Nov 93 14:03:51 EST
- From: Mark Thompson <mark@westford.ccur.com>
-
- Tom sent me this in private email, but I thought I would post to the list
- in case there was anyone else who misunderstood what I was refefring to.
-
- Thomas Setzer <setzer@comm.mot.com> writes:
- > > even when done automatically by the software, there is a render time
- > > penalty for field rendering. Even though the same number of pixels are
- > > being computed per frame
- > I'm not sure this is true. Or perhaps you misunderstood what I tried to say
- > therefore causing me to misunderstand your misunderstanding.
-
- I think you are misunderstanding what I am saying :-) I am not refering to
- render speed comparisons between automatic and manual field rendering tasks.
- I am saying that field rendering imparts a speed penalty over not doing any
- field rendering. This is due to the doubling of the initilization calculations
- which now must be done twice per frame rather than once.
-
- > So there is a savings in field rendering, if you had previously done field
- > rendering manually(rendering full frames and throwing away the appropriate
- > fields).
-
- Right, but that is not what I was refering to. That savings is much more
- obvious.
-
- > I'm not sure I see the penalty.
-
- The penalty I am refering to is more subtle, and it is a penalty going from
- NO field rendering to automatic, program generated field rendering (which
- Imagine doesn't currently do). LW has been doing autmatic field rendering for
- a while now, and with the status info it belches out, you can easily see how
- this penalty effects overall render time. It is not unusual to see a 10-20%
- performance hit with it enabled. This is the additional time spent doing all
- the object and camera positional calulations a second time for the same frame
- (but time shifted 1/60 of a second). However, the number of pixel calculations
- remain essentially the same. Hope this clears things up.
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' 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: 2.9 and DCTV
- Date: Tue, 23 Nov 93 13:00:47 CST
- From: drrogers@camelot.b24a.ingr.com (Dale R Rogers)
-
- | I've noticed that DCTV does not display properly from 2.9,
- | renders and animations included. I have to display the
- | images from other programs. Anyone else have this problem?
-
- Yips! Please let us know if others are having the problem. DCTV
- is how I preview my pics. So I need that to work before I
- upgrade.
-
- Thanks,
-
- Dale
-
-
-
- ##
-
- Subject: Re: 2.9 and DCTV
- Date: Tue, 23 Nov 93 12:21:48
- From: scotte@137.110.11.73 (Scott Ellis)
-
- Ed_Totman said on Nov 23 :
-
- > I've noticed that DCTV does not display properly from 2.9,
- > renders and animations included. I have to display the
- > images from other programs. Anyone else have this problem?
-
- Yes, I noticed this same thing, but since I hardly ever render to DCTV format,
- it's not a big problem. ;-) I always tend to be on another screen when Imagine
- decides to show the Quickrender, so I get to see 1/2 second of it, then I get the
- "Delete Quickrender" requester. So I write a ToolManager macro to display the
- Quickrender file. ;-)
-
- It seems Impulse has rewritten their IFF output routine, as save DCTV format
- files now display properly, in hires-lace, whereas Imagine 2.0 IFF files always
- wanted to display in Lores-Nonlace. Go figure. It's probably a ViewTek problem,
- but Impulse DID change something.
- /////////////////////////////////////////////////////////////////////
- // Scott Ellis // IRC: ScottE // WARNING: This signature warps //
- // sellis@ucssun1.sdsu.edu // time and space in its vicinity //
- /////////////////////////////////////////////////////////////////////
-
-
-
- ##
-
- Subject: Re: Envisage 3D Competive Upgrade Offer from Imagine
- Date: Tue, 23 Nov 93 14:20:48 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- I hate seeing ads here.:(
-
- > FROM: Byte by Byte Corporation, a leading provider of professional 3D
- > modeling, rendering, and animation software. Developers of the
- > Sculpt 3D and Sculpt-Animate 4D software for the Amiga as well as the
- Byte my tongue.
- > Sculpt series of 3D software for the Apple Macintosh. Recently
- You left out an adjective, expensive:)
- > released Envisage 3D for the MS-DOS platform.
-
- >
- > PRODUCT: Envisage 3D is a professional 3D modeling, rendering, and
- > animation software package running on MS-DOS based computers.
- > The product lists for $995 and has been shipping since August 1993.
- ^^^ wow!
- how much does 3DS cost?
-
- >
- > SPECIAL OFFER: Limited offer to acquire Envisage 3D for $500, a 50% savings.
- ^^^ closer
-
- > 30 day money back guarantee if not satisfied.
-
- [stuff gone]
- >
- >
- > ENVISAGE 3D FEATURE LIST
- >
- > Modeler: Workstation grade, hybrid spline/vertex editor with high speed redraw
- ^^^^^^^^^^^^^^^^^ what is this? better that personal computer
- grade, yet not as good as super computer grade? Seriously,
- what is a hybrid spline/vertex object? Can you describe this
- more? Are these splines rendered or do they get transformed
- into vertices and edges for rendering?
-
- > Four view using plan, elevation and interactive perspective view
- > Individual models up to 7 million polygons, edges, or faces
- ^^how do splines fit into this count?
-
- > Automatic construction of models from plan and elevation profiles
- > Deformation modeling with Shaper and Magnet tools
- > Boolean subtractive modeling and intersection
- > Lofting of non-parallel cross-sections with different vertice counts
- ^^if this is what I think it is...cool
-
- > Welding: seam and crease specification and control
- > Built-in procedural spirals and helices
- > Path extrusion with size changes
- ^^cool, how about rotations?
-
- > Type in ATM fonts
- ^ are these postscript?
-
- > Automatic fill of enclosed polygons or to a specified point
- ^fill with what? is this a triangle based renderer like
- Imagine? Does it allow for polygons?
-
- > Automatic beveling and roundovers
- > Height fields using image maps to create models, terrains, etc.
- > Mathematical surface generation
- > Various explodes and shatters
- > Equal facility with organic or geometric forms
- ^^whats this? Equal what?
-
- > Interactive real time rotation and scaling
- > Selection by any attribute including colors, textures, etc.
- > Tracing of GIF images
- > Hierarchical naming and linking of models
- >
- > Rendering: High speed Phong rendering - render 1 to 3 minutes per frame
- > Image mapping with up to 32 maps per model
- > Bump mapping
- > Reflection and environment mapping
- > Glass, mirrors, and reflections
- > Procedural textures with preview
- > Automatic Shadow casting
- > Unlimited number of lights
- > Glows
- ^^ whats this?
- How about visible light sources?
-
- > Ambient, point, spot - lights selectable with or without shadows
- > Hidden line wireframe with adjustable detail resolution
- > Rich high resolution renderings up to 5,000 x 5,000 pixels
- > Five selectable levels of anti-aliasing
- > Generation of FLI and FLC files
- > Optional rendering modules for SGI, Sun, DECStation, and VAX workstations
- >
- > Animation: Professional timeline editor
- > Interactive real time frame control
- How about field rendering?
-
- > Real time preview without need for pre-calculation
- > Skeletonal animation
- > Comprehensive morphing
- ^^^ what is comprehensive about it? Can you go from/to 2
- completely different objects(unlike Imagine?)
-
- > Dynamic fluid surfaces (ripple and oceanic wave generation)
- > Animated ground plane
- > Animated FLI and FLC textures for movies within movies
- > Graphic velocity and position controls for ease-in and ease-out
- > Interactive spotlight and camera cone tracking
- > Multiple cameras
- > User customizable bounding boxes
- > Automated special effects (modulation, springs, shaking, etc)
- > Open architecture for 3rd party plug-in effects and textures
- >
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Re: Work area size
- Date: Tue, 23 Nov 93 14:01:27 -0700
- From: Steve Koren <koren@hpfcogv.fc.hp.com>
-
- > How can various graphics boards promote Imagine to larger work areas but this
- > can't be done with the stock chipsets?
-
- Good question. Related topic: a while back I noted that if you use a
- mode promotion utility, Imagine gets flaky when promoting to bigger
- resolutions. However, I discovered last night that if you patch the
- binary to increase the resolution, you can run in anything you want and
- it doesn't exhibit the same flakyness. I tried up to 1024x768, and it
- works fine (assuming you are doing some generic mode promotion such as
- everything->SUPER72 or everything->EGS). I think somebody else
- discovered this a long time ago, but, being a slowpoke, I just got
- around to trying it it.
-
- Having the extra resolution is *really* nice, esp for complex objects in
- the detail editor. The standard tiny little 640x400 just doesn't
- compare. There was a note about the bytes to patch in an IML mailing
- from a number of months ago. Its probably in the archives somewhere.
- Grep for "bytes".
-
- You'd figure Impulse could just modify their code and let us use the
- display database. Its a trivial code change. Bet it could be done in
- 10 minutes tops.
-
- Nah. That'd make too much sense. Kinda like using the actual ISL
- requester instead of inventing your own for no apparent reason.
-
- - steve
-
-
- ##
-
- Subject: Imagine morphing
- Date: Tue, 23 Nov 1993 21:55:00 -0500
- From: roy.park@canrem.com (Roy Park)
-
- > ^^^ what is comprehensive about it? Can you go from/to 2
- > completely different objects(unlike Imagine?)
-
- Wait a sec... I thought Imagine's morph require two objects with same number
- of points and surfaces. Isn't it? Or, is this new in 2.9?
-
- ----
- Roy Park
- roy.park@canrem.com
-
-
-
-
- ##
-
- Subject: Re: Re: Long Render Times
- Date: Wed, 24 Nov 93 15:04:59 EDT
- From: "Breno A. Silva" <INF02@BRUFSE.BITNET>
-
- >slow it is about 15 mins per frame. Although, it's not nearly as fast on
- >my friend's 400, I wonder why?
-
- Hey, I thought just the 33X25 Mhz would be enough to make your render much
- faster, but with the burst mode of the A4K disabled... it should be TWICE
- or THRICE :) faster!
- Maybe his A4k has a G-Force 040 33Mhz for the 3000 installed on his cpu
- slot... Anybody already confirmed if that's possible?
- Was the 68040II/66Mhz already released? The 486DX2/66 are indecently faster,
- and I'm starting to urge speed... Will the WARPs ever come to us?
-
- Lots of question... quite few answers...
-
- Breno A. Silva (INF02@BRUFSE.BITNET)
-
-
- ##
-
- Subject: Re: Imagine morphing
- Date: Wed, 24 Nov 1993 02:43:00 -0500
- From: j#d#.moore@canrem.com (J. Moore)
-
- Cr> > ^^^ what is comprehensive about it? Can you go from/to 2
- Cr> > completely different objects(unlike Imagine?)
-
- Cr> Wait a sec... I thought Imagine's morph require two objects with same
- Cr> number of points and surfaces. Isn't it? Or, is this new in 2.9?
-
- No, he said, "unlike Imagine". In other words, Imagine needs the same
- number of points, but does this other program?
-
- * Q-Blue 0.93 [NR] *
-
-
- ##
-
- Subject: Morphing improvement!!
- Date: Wed, 24 Nov 1993 19:02:00 -0500
- From: roy.park@canrem.com (Roy Park)
-
- Someone oughtta tell Impulse that the morphying feature should be improved
- in next release (post 3.0) of Imagine. I've just had it with equal-point,
- equal-face object morphing!
-
- Maybe a third party company can do this instead?
-
- ----
- Roy Park
- roy.park@canrem.com
-
-
-
-
- ##
-
- Subject: Particle Questions
- Date: Thu, 25 Nov 93 09:28:59 PST
- From: dedwards@scs.unr.edu (Daniel T. Edwards)
-
- Has anyone had any success with the particle F/X?
-
- Remember "Particle Dreams" (an animation seen in "Beyond the Mind's Eye")
-
- I'd like to do something like that...
-
- I just want the particles to fall to a z plane then disappear.
- I also (at the same time) want them to move in x.
- Is it true that this thing (giant requestor) doesn't do parabolas?
-
- I guess it would be easier to have a new effect: "Launch"
- ... where you set the Z(direction of launch) and POWER(apparent
- power of launch) and LANDINGZ(a Global,or local, Z parameter for
- a plane at which the particles stop) it would be nice if this
- dream F/X had some dispersion and some bouncing too.
-
- Anyway, particles look like a lot of fun if I could just write my own
- F/X.
-
- Happily using Imagine 2.9 on a 700x462 screen without special hardware...
- Email me for details on how you can too.
- ____________________________________________________________
- / \
- | Amiga 2000 James R. Walker |
- | 2MB Chip dedwards@unssun.scs.unr.edu |
- | 18MB Fast ______________________________________________|
- | 130 MB Hard / |
- | 68040 33Mhz |Heinlein,Rand,Clarke,Adams,Asimov,Niven,Worley|
- \____________________________________________________________/
-
-
- ##
-
- Subject: Re: Morphing improvement!!
- Date: Thu, 25 Nov 1993 12:03:47 -0600 (CST)
- From: Daniel Jr Murrell <djm2@ra.msstate.edu>
-
- >
- > Someone oughtta tell Impulse that the morphying feature should be improved
- > in next release (post 3.0) of Imagine. I've just had it with equal-point,
- > equal-face object morphing!
-
- Hehe. Calm down Roy. Non-similar object morphing is not that easy to do. As
- far as I know, not even Wavefront can morph dissimilar objects.
- >
- > Maybe a third party company can do this instead?
-
- Yes, that seems more along the lines of Interchange Plus or something similar.
- Having such a feature built in to Imagine would probably make the program a lot
- bigger. It's not just a matter of making the face and point count match up, but
- you also have to make the points and faces reasonably correspond to one another.
- You might have faces passing through the object, turning inside out, etc. if say
- face 123 on one object is in a totally different relative area than face 123 of
- the target object. You'd have to have some kind of algorithm that would resort
- the faces to be in the same general area of both objects. I'd hate to have to
- program something like that, and since Imagine calculates the morphs per frame,
- your rendering times would take a serious hit. I think Morphus maybe can do
- something similar, but I don't know how good the results are, and I think it
- makes a lot of in-between objects as well, defeating the purpose. There's
- simpler things that need work in Imagine than that.
-
- Ok, a question:
- Has anyone tried that lens flare texture with 2.9 yet? How does it look, render
- etc.? Do you have to trace to get the right effect? And do you attach the
- texture to a light? Does it look cheesy, like the example I saw in an ad for
- Aladdin? Could someone upload a few example pictures? Just wondering, and thanks.
-
- Dan
- djm2@ra.msstate.edu
-
-
-
- ##
-
- Subject: Re: Particle Questions
- Date: Thu, 25 Nov 1993 19:42:09 -0600 (CST)
- From: kalb0003@gold.tc.umn.edu
-
- On Thu, 25 Nov 1993, Daniel T. Edwards wrote:
-
- > I just want the particles to fall to a z plane then disappear.
- Can be done
-
- > I also (at the same time) want them to move in x.
- They do that too
-
- > Is it true that this thing (giant requestor) doesn't do parabolas?
-
- The way the particles disperse is very artificial. They have a
- tendancy to form up into regular rows that look like Lisajous(sp?) curves
- if used on a sphere.
-
- > I guess it would be easier to have a new effect: "Launch"
- > ... where you set the Z(direction of launch) and POWER(apparent
- > power of launch) and LANDINGZ(a Global,or local, Z parameter for
- > a plane at which the particles stop) it would be nice if this
- > dream F/X had some dispersion and some bouncing too.
-
- You can orient the object axis to point upwards so that the
- particles disperse up and out before falling back down and bouncing.
-
- While not nearly as powerful as Real 3D, the new particles are
- still relatively diverse and usefull. The randomizing of how the
- particles disperse really needs to be fixed, or a work-around found. If
- particles simply fall and bounce, without wind, it looks similar to waves
- of sand in the desert, or a Japanes rock garden.
-
-
-
-
- ##
-
- Subject: Re: Morphing improvement!!
- Date: Thu, 25 Nov 1993 20:35:52 -0600 (CST)
- From: kalb0003@gold.tc.umn.edu
-
- On Thu, 25 Nov 1993, Daniel Jr Murrell wrote:
-
- > Ok, a question:
- > Has anyone tried that lens flare texture with 2.9 yet? How does it look, render
- > etc.? Do you have to trace to get the right effect? And do you attach the
- > texture to a light? Does it look cheesy, like the example I saw in an ad for
- > Aladdin? Could someone upload a few example pictures? Just wondering, and thanks.
-
-
- I have put a copy of "flare.default.jpg" in the Imagine section of
- wuarchive. It is the default lense flare settings placed on a flat, white
- disk. I'm not too impressed myself.
-
-
-
-
- ##
-
- Subject: PS fonts for Imagine 2.9
- Date: Sat, 27 Nov 93 14:58:17 PST
- From: dedwards@scs.unr.edu (Daniel T. Edwards)
-
- Does anyone know of a good place to find PostScript type 1 fonts?
- Imagine 2.9 supposedly loads and interprets them.
- The pamphlet (if you can call it that) says that the proper
- type of font will have an extension of ".pfb"
- I've looked on wuarchive for some, but didn't find any.
- Should I be looking in the Mac or Pc directories?
- It looks like the spline editoe will be of great use once I
- can feed it.
-
-
- Happily using Imagine 2.9 on a 700 x 462 screen without special
- hardware... Email me to learn how you can too.
-
- ____________________________________________________________
- / \
- | Amiga 2000 James R. Walker |
- | 2MB Chip dedwards@unssun.scs.unr.edu |
- | 18MB Fast ______________________________________________|
- | 130 MB Hard / |
- | 68040 33Mhz |Heinlein,Rand,Clarke,Adams,Asimov,Niven,Worley|
- \____________________________________________________________/
-
-
- ##
-
- Subject: Re: Field Rendering
- Date: Sat, 27 Nov 1993 19:43:00 -0500
- From: charles.blaquiere@canrem.com (Charles Blaquiere)
-
- >>1] Although this can't be done within Imagine, has anyone experimented
- with >>doing so through one of the image processing programs using
- arexx?
-
- Imagemaster has a couple of functions used to combine and extract
- separate fields into one interlaced image; these were created with
- X-Specs 3-D glasses in mind, but they allow any program to do field
- rendering.
-
- 1) Halve the vertical resolution of your renderer.
-
- 2) Double the total number of frames in the animation.
-
- 3) Start rendering.
-
- 4) Start an ARexx macro which will wait for **pairs** of frames to be
- rendered, then load each one and combine them. The composite image is
- what gets recorded to tape of compiled into your animation.
-
- Unfortunately, Imagemaster has no ARexx call for its "X-Specs
- Interleave" function. A call to Black Belt Systems may be useful,
- although Imagine users can either use 2.9 or wait for 3.0, depending
- whether field rendering is in 2.9 or not.
-
- >>2] If so, since there would be no time saved during rendering, would
- the >>savings be passed on to the actual memory used for an animation?
- Correct me >>if I'm wrong, but that would seem to be a good way to
- economize on memory >>usage for those creating animations to be played
- back in memory, thus longer >>anims using less RAM (for those of us who
- are stuck being memory conscious). >>;-)
-
- Since you're rendering twice as many frames, but with only half the
- vertical resolution, the effects nearly balance each other out. Of
- course, there's additional loading time for objects in the second frame,
- plus interleaving time if you found a way (or reason) to use an external
- image processing program.
-
-
- ##
-
- Subject: Lens flare (was RE: 3DS Vs. Imagine speed)
- Date: Sat, 27 Nov 1993 19:46:00 -0500
- From: charles.blaquiere@canrem.com (Charles Blaquiere)
-
- >> I wonder if the flare would re-orient itself to face the camera as
- >> long as the light was in the camera's field of view, regardless of
- >> how much camera/light movement there was?
-
- Just add an Align bar to the flare object, and track it to the camera.
- That, and making the object Bright to shield it from any lighting
- problems, should do the trick.
-
-
- ##
-
- Subject: Lens flare (was RE: 3DS Vs. Imagine speed)
- Date: Sat, 27 Nov 93 20:18:37 -0700
- From: Steve Koren <koren@hpfcogv.fc.hp.com>
-
- [ stuff about the new lens flare in 2.9 ]
-
- It always seemed to me that one ought to be able to add decent lens
- flare as a post-processing step. Since lens flare happens inside the
- "camera" it can't appear in back of another object, so you don't have to
- worry about that. Seems like you could just point out the light sources
- to some sort of post-processor and let it put the lens flare effect in
- for you. Getting the post processor to do a reasonable job might take
- some effort, though. But I bet it can be done.
-
- Seems like the perfect job for an ImageFX ARexx script. Wouldn't slow
- down your rendering that way. Maybe I'll give it a shot sometime.
- It would only be useful for still frames of course; for an animation
- it'd be easier to let the renderer take care of it (assuming you have
- one which can).
-
- Speaking of ARexx scripts, there was a bug in the one I posted here
- before (Rain.ifx). I was doing bounds checking on the rain slant
- parameter incorrectly, which means you couldn't make the rain fall to
- the left with a negative slant parameter. Replace line 100 with this:
-
- rain.slant = max(min(result.7, 40), -40)
-
- That'll fix it. Sorry.
-
- - steve
-
-
- ##
-
- Subject: Re: Lens flare (was RE: 3
- Date: Sun, 28 Nov 1993 03:24:00 -0500
- From: j#d#.moore@canrem.com (J. Moore)
-
- Ko> It always seemed to me that one ought to be able to add decent lens
- Ko> flare as a post-processing step. Since lens flare happens inside the
- Ko> "camera" it can't appear in back of another object, so you don't have to
- Ko> worry about that. Seems like you could just point out the light sources
- Ko> to some sort of post-processor and let it put the lens flare effect in
- Ko> for you. Getting the post processor to do a reasonable job might take
- Ko> some effort, though. But I bet it can be done.
-
- That IS how 3D Studio's lens flare is done -- it's part of an add-on
- module and it does it post-process.
-
- * Q-Blue 0.93 [NR] *
-
-
- ##
-
- Date: Mon, 29 Nov 93 07:07:52 -0700
- From: Steve Koren <koren@hpfcogv.fc.hp.com>
-
- > 4) Start an ARexx macro which will wait for **pairs** of frames to be
- > rendered, then load each one and combine them. The composite image is
-
- > Unfortunately, Imagemaster has no ARexx call for its "X-Specs
- > Interleave" function.
-
- I bet you could do it the brute force way with any of the "Big 3".
- Instead of having a dedicated ARexx call to interleave buffers, write
- your own in ARexx using a whole bunch of little rectangular cut and
- pastes. It'd be a little slow, but you might be able to make it work.
- Alternatively, I think most of the common image processing programs
- these days allow you to write an external "hook" program in C, from
- which you can modify the program's image buffer(s). That would give you
- extra speed over ARexx. (At least ImageFX allows this; I recall the
- others do also).
-
- - steve
-
-
- ##
-
- Subject: Re: PS fonts for Imagine 2.9
- Date: 29 Nov 93 08:04:00 -0800
- From: Ed_Totman@ucsdlibrary.ucsd.edu
-
- PS fonts...
-
- Happily using Imagine 2.9 on a 700 x 462 screen without special
- hardware... Email me to learn how you can too.
-
- Yes please tell us how!
- ---------
- Location for fonts: wcarchive.cdrom.com
- /pub/aminet/text/font/fonts_1.lha 600k
- fonts_2.lha
- fonts_3.lha
- These are type 1, but you may have to rename them with the proper
- extension (.pfb?). There are other type 1 fonts here as well.
- Also, check out your local bbs's.
-
- I noticed that not all fonts will load. Sometimes there's an
- error message, sometimes just an axis appears with no text.
- Anyone report this yet?
-
-
- ##
-
- Subject: Re: Field Rendering
- Date: Mon, 29 Nov 93 10:42:06 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- > >>1] Although this can't be done within Imagine, has anyone experimented
- > with >>doing so through one of the image processing programs using
- > arexx?
- >
- > Imagemaster has a couple of functions used to combine and extract
- > separate fields into one interlaced image; these were created with
- > X-Specs 3-D glasses in mind, but they allow any program to do field
- > rendering.
- >
- > 1) Halve the vertical resolution of your renderer.
- >
- You don't want to do this. You want to render an interlaced image, eliminate
- even scan lines on odd frames and odd scan lines on even frames. So you need
- software that not only combines two images, but separates them as well. Your
- solution would cause an up and down jittery look, because you have in effect,
- shifted the second image rendered down by one scan line. And if you are
- trying to create field rendered animations you are probably looking for
- quality, and the jitters would not be acceptable.
-
- [stuff deleted]
-
- >
- > >>2] If so, since there would be no time saved during rendering, would
- > the >>savings be passed on to the actual memory used for an animation?
- > Correct me >>if I'm wrong, but that would seem to be a good way to
- > economize on memory >>usage for those creating animations to be played
- > back in memory, thus longer >>anims using less RAM (for those of us who
- > are stuck being memory conscious). >>;-)
- >
- > Since you're rendering twice as many frames, but with only half the
- > vertical resolution, the effects nearly balance each other out. Of
-
- Since as above, you must render the full interlaced frames, and twice as
- many of them, it will take around TWICE as long. THAT is what field rendering
- buys you! Field rendering will allow you to achieve this effect in about
- the half the time it takes to do it(field rendering) manually.
-
- So, is there any software that can take an interlaced image and seperate it
- into 2 images, even scanlines and odd scanlines? And then add 'em back?
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Re: Lens flare (was RE: 3DS Vs. Imagine speed)
- Date: Mon, 29 Nov 93 10:54:37 CST
- From: setzer@comm.mot.com (Thomas Setzer)
-
- >
- > [ stuff about the new lens flare in 2.9 ]
- >
- > It always seemed to me that one ought to be able to add decent lens
- > flare as a post-processing step. Since lens flare happens inside the
- > "camera" it can't appear in back of another object, so you don't have to
- > worry about that. Seems like you could just point out the light sources
- > to some sort of post-processor and let it put the lens flare effect in
- > for you. Getting the post processor to do a reasonable job might take
- > some effort, though. But I bet it can be done.
-
- Yeah, I thought about that. You'll notice on Lightwave renderings, the
- flare seems to change based on the angle of the camera to the light souce
- (or the position of the light source in the frame). It seems Imagines
- lens flair would have a hard time simulating this. And if the light source in
- Imagine is slightly off the screen, do you still see the lens flair? I would
- imagine you would. Yuck. Yeah, post processing would probably be the best,
- calculating the flair based on the position of the light source. Perhapes one
- could use Imagines staging files to determine the true position of the light
- source. Let us know when you are through coding:)
-
-
- Tom Setzer
- setzer@ssd.comm.mot.com
-
- "And of course, I'm a genius, so people are naturally drawn to my fiery
- intellect. Their admiration overwhelms their envy!" - Calvin
-
-
- ##
-
- Subject: Re: Field Rendering
- Date: Wed, 1 Dec 93 20:18:06 GMT
- From: Andrew Nunn <apn@moby.demon.co.uk>
-
- Hi Thomas,
-
- On Nov 29 you wrote:
- >
- > So, is there any software that can take an interlaced image and seperate it
- > into 2 images, even scanlines and odd scanlines? And then add 'em back?
- >
- ADPro has two Operators called Deinterlace and Interlace. The Deinterlace
- operator separates the odd and even lines into two pictures in the upper
- and lower half of the screen. The Crop Image Op could then be used save
- the top or lower half. This could probably be done through Arexx.
- Interlace does the reverse!
-
- Its likely that the other Image processing packages probably have similar
- functions.
-
- Andrew
-
-
- ##
-
- Subject: REACH OUT N TOUCH SOMEONE
- Date: Wed, 1 Dec 93 13:39:46 CST
- From: dave@flip.sp.paramax.com (Dave Wickard)
-
- Salutations Renderoids! :-)
-
-
- Hope Turkey Day was as enjoyable for all of you as it was
- for me. I had enough tryptophan in me for a 3 day coma.
-
- ZZZZzzzzzzzzz
-
- ------=======--------=====------=====-----======-----======-----
-
- WHERE'S MY IML??? Perhaps you've been asking yourself this
- over the last day or two. Mailings have been sporadic
- at best, and non-existant at worst. After a bunch of 15-20
- post days, it was kind of a letdown to see trouble arise
- in the mailing system. What happened was this...
- we are moving the files all over to another system.
- The new system will be keeping the same name, so you
- don't have to change anything at your end. However, in the
- transition period, they were trying to have TWO systems
- running transparently with the same name. This meant there
- were aliases and temporary files and directories strung
- out all over the place and it wound up getting a little
- hairy. There was also a small matter of installing a new
- version of Solaris (OS) on the new system. New hardware,
- new software, new mailer software.... guess I can see why
- we had a slight glitch. I *think* things are about ready
- to go back on keel now, so if you mailed something to the
- list within the last day or two and it never showed up...
- chances are it may have been banished to the electronic
- trashcan. The mailer should be ready again shortly. Thanks
- for your patience.
-
- ------==========--------==========-------=========--------========
-
- I thought I should clear something up, in case it confused
- anyone else. If you subscribe, unsubscribe, or change addresses
- at the usual-
-
-
- imagine-request@email.sp.paramax.com
-
-
- account, it will take effect everywhere. Sometimes there are
- things still in the queue, or one site might be a day or
- two behind the others... but everything works off a
- master list I keep here, so don't worry, things will
- straighten themselves out. Any slowdown in the few days
- was caused by the above system shuffling. You don't need to worry
- about additional UNSUBSCRIBE messages to the
-
- imagine-request@shell.portal.com account.
-
-
- -----------==========----------=========--------=========-----
-
-
- I am forwarding a copy of all the IML postings since
- Impulse dropped off the list to Mike H., and he is going to
- read the posts so he will be up to speed when we get them
- (Impulse) back online here (soon). I will let you know
- shortly before we are rejoined by Impulse.
-
- ----------=====-----------======----------======-------------
-
- Regarding Byte by Bytes's recent offer to members of the
- IML for a reduced price on the 1.1 version of Envisage 3D...
-
- I would encourage PC-based rendermaniacs to check it out.
-
- I am very happy with the included documentation. It is
- refreshing to immediately get into the meat of a rendering
- program without all the floundering in a steep learning
- curve. It has a fairly nice interface (it seems to me that
- virtually all rendering package user interfaces could be
- improved), it's rendering speed is quick, and it's output
- is quite good.
-
- It's a full-featured package that I got a chance to monkey
- around with for a while. It has a nice feel to it and
- I would encourage you to speak with Doug Kelly (dakelly@class.org)
- for his more extensive experiements with this product and
- be sure to ask him about his upcoming review of the package
- in an upcoming issue of a commercial magazine.
-
- While the $995 list price sets it above the budget of many
- hobbyist 3D users, the reduced offer of $500 to IML readers
- makes it a realistic alternative or even a supplementary
- product with ImaginePC to some PC rendering hobbyists, and
- is a comparative bargain for the professional PC-based 3D user.
-
- I would like to thank Byte by Byte for making this offer
- available to the rendering fans of the IML. Naturally, any
- special pricing from any relevant manufacturers for IML
- subscribers is appreciated during this...
-
- THE SEASON OF BROTHERHOOD AND GIVING ;-) heh heh
-
- ------====-----======----=====----====----====-----====-----
-
- Shortly after the mailer is up and running smoothly,
- I will be sending out the IML directory again for the
- first time in a while. I think we are now back up to
- 420 sites or so.
- -------=========------=======-------========----========-----
-
-
- Anyways, that's about it from here in the beautiful
- and stately halls of Unisys. I made it through the
- November layoff massacre... and now I will begin
- looking for a safe hiding spot to try and avoid the
- next butchery which is expected to be in January or March.
-
- Hmmmmm, maybe this suspended ceiling tile panel can be
- lifted out...... shhhhhhh
-
-
- ;-)
-
-
-
-
- Dave Wickard (612) 456-2783 "Hey, these almonds sure are good!"
- dave@flip.sp.paramax.com "Yeah... they were even better
- dave@email.sp.paramax.com until Grandma sucked all the
- Sam_Malone@cup.portal.com chocolate off of em."
- dave@shell.portal.com
- dwickard.EAGAN@mhs.sp.paramax.com
- (in order of preference)
-
-
-