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- Date: Sunday, 02 July 1995 14:09:09
- Subject: FAQ's
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- Could someone post a message as soon as Imagine FAQ#7 is available
- on aminet? Also, has anyone had trouble with system lock-ups while
- doing directory listings while accessing aminet via FTP: ftp.netnet.net?
- (And is there another aminet access FTP that might be less troublesome?)
-
- -- Dave (DaveH47@delphi.com)
-
-
- Date: Sunday, 02 July 1995 14:11:10
- Subject: Fuzz texture and Fur
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- In light of the recent disscussion about representing hair
- (something that I've been trying to do too), does anyone know
- anything about the "Fuzz" texture and how it works? It seems like
- it could be used to simulate fur, but I can't find any reference
- to it in the manual or in any of the "readme" files for 3.0
- through 3.2.
-
- -- Dave
-
-
- Date: Sunday, 02 July 1995 17:00:05
- Subject: RE:ImageFX Arexx
- From: James Cheseborough <jimc@EZNET.NET>
-
-
- ----------------------------------------------------------------------------
-
- I must have missed the posting with the script. Would you please
- post your "updated" script. Thanks!
-
- On Thu, 29 Jun 1995, Peter Borcherds wrote:
-
- >
- >
- > Hi there Fernando
- >
- > I tried out your arexx script. It worked fine, except for the following
- > items :
- >
- > Imagine's format is pic.#### - note that there are four numerals after
- > the point. This means that the line reading......
- >
- > frnum = RIGHT(frame,3,'0') should read.....
- >
- > frnum = RIGHT(frame,4,'0').
- >
- > The only other problem I found was that for the frames I used to test
- > the script, I needed to lock the palette. This I added as.....
- >
- > Gadget.7 = 'Lock Palette'. I then changed the ListRequest from 6 to 7.
- >
- > I added the line..... WHEN numcol = 7 THEN LockRange 0 On
- >
- > But apart from those two problems, the script was fine. Good work....
- >
- > Here is the modified script, with arrows pointing to new or changed
- > lines.
- >
- > Cheers......
- >
- >
- > Peter Borcherds E-Mail: peter.borcherds@tinder.iaccess.za
- >
- > =========================================================================
- > ---Greetings from the Southern Hemisphere--- :*)
- >
- > Amiga 4000/030 68882/40mhz 540mb HD 10mb RAM
- > =========================================================================
- >
- >
- >
- > /*-----------------------<START OF MODIFIED SCRIPT>--------------------*/
- >
- > /* $VER: MakeAnim 1.0 (25.3.95)
- > *
- > * Arexx program for ImageFX
- > *by Fernando D'Andrea.
- > *
- > */
- >
- > OPTIONS RESULTS
- >
- > Message 'Anim Compilator 1.0'
- >
- > Saveundo
- > Undo off
- > Redraw off
- > LockInput
- >
- > RequestFile '"BASENAME without ###:"' /* Basename */
- > If rc ~= 0 THEN EXIT
- > basename = result
- >
- > RequestFile '"Output ANIM:"' /* Output name */
- > If rc ~= 0 THEN EXIT
- > output = result
- >
- > If EXISTS(output) THEN DO
- > RequestResponse 'Output Animation already exists. Overwrite?'
- > If rc ~=0 THEN EXIT
- > ADDRESS COMMAND 'C:Delete >NIL:' output
- > END
- >
- > Gadget.1 = 'Anim Format:' /*Anim Format*/
- > Gadget.2 = '256 Colour'
- > Gadget.3 = '32 Colour'
- > Gadget.4 = '256 Greyscale'
- > Gadget.5 = '16 Greyscale'
- > Gadget.6 = 'Black & White'
- > ------> Gadget.7 = 'Lock Palette'
- >
- > ------> ListRequest 7 gadget
- > If rc ~= 0 THEN EXIT
- > numcol = result
- >
- > RequestSlider '"Choose % of Width"' 25 100 50
- > If rc ~= 0 THEN EXIT
- > xnum = result
- >
- > RequestSlider '"Choose % of Height"' 25 100 50
- > If rc ~= 0 THEN EXIT
- > ynum = result
- >
- > frame = 1
- >
- > DO FOREVER
- > Message 'Frame' frame
- > Render Close
- > ------> frnum = RIGHT(frame,4,'0')
- > LoadBuffer basename||frnum Force
- > If rc ~=0 THEN LEAVE
- > Scale Percent xnum 100
- > Scale Percent 100 ynum
- > SELECT
- > WHEN numcol = 2 THEN Render Color 256
- > WHEN numcol = 3 THEN Render Color 32
- > WHEN numcol = 4 THEN Render Color 256
- > WHEN numcol = 5 THEN Render Color 16
- > WHEN numcol = 6 THEN Render Color 2
- > ------> WHEN numcol = 7 THEN LockRange 0 On
- > OTHERWISE NOP
- > END
- > SELECT
- > WHEN numcol = 4 THEN Color2Grey Luma
- > WHEN numcol = 5 THEN Color2Grey Luma
- > WHEN numcol = 6 THEN Halftone 2
- > ------> WHEN numcol = 7 THEN LockRange 0 On
- > OTHERWISE NOP
- > END
- > Render Go
- > SaveRenderedAs 'ANIM' output KEEP APPEND
- > SaveRenderedAs 'ANIM' output CLOSE
- > frame = frame+1
- > END
- >
- > Redraw
- > UnLockInput
- > RequestNotify 'DONE.'
- >
- > EXIT
- >
- >
- > /*-----------------------<END OF MODIFIED SCRIPT>---------------------*/
- >
- > * AmyBW v2.11 *
- > ... 29 Jun 95 9:36:38
- >
-
-
- Date: Monday, 03 July 1995 01:24:30
- Subject: Re:All that we want...
- From: mrivers@tbag.tscs.com (Michael Rivers)
-
-
- ----------------------------------------------------------------------------
-
-
- TS> On Sun, 25 Jun 1995, Fernando D'Andrea wrote:
-
- TS> >
- TS> > 10. An vertex reduction: simply cut out any useless vertex, and save
- TS> > precious memo too. :)
-
- TS> PixelPro3D V2 does a fairly good job of this. Interchange also has a
- TS> point reduction module which does a fairly decent job. But this type of
- TS> operation can get tricky for the software. Oh, yeah, Vertex 2.0 also has
- TS> this feature.
-
- It should still be in Imagine, this is probably the most annoying, most time
- consuming, and most often neccessary thing that I do when editing objects.
-
- TS> > 11. A better "Load IFF" routine. Some brushes, even 2 color ones,
- TS> > simply generete a strange jungle of edges.(I hope it occurs only with
- TS> > 2.0).
-
- TS> Might be your choice of colors. If you use Black and White as the 2
- TS> colors, it should work fine. I think the Load IFF was improved in 3.0,
- TS> also.
-
- It's not the colors, the problem occurs(atleast for me) if the brush has
- non-background colors at the edge of the brushmap. In other words,
- when you save the brushmap, make sure that there is 'space'(color 0) all
- the way around the image.
-
- TS> > 12.Organic modeling metods.
-
- TS> Deformation tool? Became available in 3.0.
-
- The realtime deformation tools need a LOT of work, it is such a pain
- to have to move,rotate,scale the objects axis, do the deformation,
- replace the axis, etc..
-
- TS> Have information from a reliable source that 3.3 will have a new Boom
- TS> effect which will replace the Explode effect, for all intents and
- TS> purposes.
-
- Cool. huhum... excuse me... Kewl :)
-
- Things I'ld like:
-
- I'ld like to see is a Hide command that replaces the Hide Points Mode.
- Instead of switching between Hide Points and Points or Edge or Face or
- Object modes, I'ld rather select the faces, edges or points(or objects),
- and then select the 'Hide' command to hide what I've selected.
-
- ASL filerequesters.
-
- A 'Ghost' command, which would make face, edges and/or points not be
- selectable (just like Hide) but still show up dimmly on the screen(ie,
- render them in the grid color), this way you can still see the points,etc.
- but they don't get in the way.
-
- ASL filerequesters.
-
- Remove all the 'One Entry Requesters'. Namely the Brush/Texture priority
- requester, the frame requester in the stage & cycle editors.
-
- ASL, ASL, ASL, settledown Beavis!
-
- Replace the the 'Start, End, Step' requesters with appropriate requesters
- the have seperate entries for start, end and step.
-
- Fix ALL of the string/number gadgets, Does anyone know why they are so
- bloody slow?(When you hit enter in one gadget it takes FOREVER before
- the next gadget is activated) I'ld also like to see these gadgets
- support TAB and Shift/TAB cycling (BTW, this is built into the OS, so
- it shouldn't be anything major).
-
- The color box(like in the attributes requester needs to take advantage
- of AGA Amiga's 24 bit color palette, instead of dithering 3 or 4 12 bit
- colors. (Compare the render object's color to the color in the
- attributes requester, they rarely match)
-
- I'ld also like to see Moving & Rotating enchancements, for example,
- instead of using the Mov or Rot buttons, if you want to move an object,
- simply grab it by the center of its axis and drag it, if you want to
- rotate it, grab the object by one of its axii and drag it,
- (for ex. to rotate an object around its X axis, grab and drag the 'X'
- on the objects axis)
- if you want to rotate around would axis you could use the "World Axis"
- (in the bottom lefter corner of the Top, Front, and Right views)
-
- Perhaps most of all, I would like a Stage & Project editor that doesn't
- reload every object for every frame.
- A4000/040 25mhz 14megs 1,451meg hd
-
- --------------------------------------------------------------
- | Commodore failure. Press left mouse button to continue |
- | Guru Meditation $8100000C Task : $416C6920 |
- --------------------------------------------------------------
-
-
- Date: Monday, 03 July 1995 01:25:32
- Subject: Re:mapping & light
- From: mrivers@tbag.tscs.com (Michael Rivers)
-
-
- ----------------------------------------------------------------------------
-
- DS> Alright, you Imagine gurus, give me your best stuff:
-
- DS> (I'm using 3.2 on a pc)
-
- DS> I've created an altitude map ("John" written in bold black letters on
- DS> a white background). Made a default sphere added the quick
- DS> attributes of gold and applied the altitude map as a wrap x & z.
-
- DS> The render makes the letters engraved into the gold metal ball like I
- DS> wanted, but they look like they were engraved with a chisel. All the
- DS> letters are real bumpy, not smooth, where the engraving took place.
-
- Use a bigger brushmap, then smooth out the colors. Also use grey
- (127,127,127) for the background.
-
- DS> Also what is the best way to create this effect:
-
- DS> A box with a bright light inside it. As you lift up the corner of
- DS> the box, the light beams and bright light are discovered and
- DS> gradually seen. The more you open the box, the brighter the light
- DS> gets and the wider and longer the light beams get.
-
- DS> I've played with some fog/filtered objects as light beams, but it
- DS> just isn't looking all that real. Any suggestions?
-
- Well, you'll need a lens-flare on the light, which may or may not
- work correctly in 3.2(I know it doesn't in 3.0). Make the light
- extra-bright, make it cast shadows, and ray-trace. (makes 5-6
- 10oz. servings:)
-
- DS> Thanks,
-
- DS> Internet: digitala@accessnv.com
-
- --------------------------------------------------------------
- | Commodore failure. Press left mouse button to continue |
- | Guru Meditation $8100000C Task : $416C6920 |
- --------------------------------------------------------------
-
-
- Date: Monday, 03 July 1995 07:06:54
- Subject: 3.3 & no IML for a while
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
- does anyone know if 3.3 is 'packing' or 'shipping' ????
-
- also i havent had any email from the IML for a few days now is it possible
- that ive been unsubscribed or that the IML is having trouble
-
- dunacn
- ..............................................................................
- .. .
- .. dunc@eraser.demon.co.uk .
- .. .
- ..............................................................................
-
-
- Date: Monday, 03 July 1995 15:06:43
- Subject: States???
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Hi all,
- Boy I've been busy tring to keep up with all the interesting posts.
-
- Anyway, I have just started doing some simple animations, and was wondering
- how to use states. The Imagine manual isn't too helpful with the
- functions in the states menu.
- Here is my problem:
- I have a logo with the crumpled texture, and I just want to
- animate the differences between two noise settings.
- What I try to do is set-up the texture, the create a default state, the
- change the texture and make a new state. After I do this I tell Imagine
- to set my object back to default then I check the texture settings, they
- should be as I set them for default, but they have changed to the new
- states settings.
- I have tried to do this in different orders but the settings still remain
- the same in both states.
-
- 1. Can you define different texture states?
- 2. Has the tween button in the states menu got anything to do with it
- (the manual says that the action editor chapter explains this function,
- but I couldn't find it -- what's it doing there anyway 8->)?
- 3. Should I just shoot myself if I ever think of picking up the manual again?
-
- Sorry if all this has been discussed before, I've checked dare-2-imagine
- and the FAQ and didn't find anything relating to my problem.
- Just flame me if States should be self-explanitory! BTW, the manual says
- what a wonderful thing state is, and recommends learning this until you
- master it, then they tell you very little about the functions 8-(
- My wish list for Imagine 3.3-4.0 would be a descent manual, perhaps
- writing by a few people on this list who know how to explain things
- properly.
-
- Phew,
- Rod Macey
- yrod@ozemail.com.au
-
-
-
-
- Date: Monday, 03 July 1995 17:40:16
- Subject: Anyone have 3.3?
- From: Ian Smith <iansmith@moose.erie.net>
-
-
- ----------------------------------------------------------------------------
-
- Has anyone found 3.3 in their mailbox yet? :-)
-
- --
- IanSmith@moose.erie.net Visit Below!
- My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/
- Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/
-
-
-
- Date: Monday, 03 July 1995 17:51:05
- Subject: Test post
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Anybody else losing posts? I dropped one in on Saturday, and it hasn't
- shown up yet. (It was a pretty reactionary post, so maybe my karma cut
- me off at the pass).
-
-
- Date: Monday, 03 July 1995 19:45:59
- Subject: Anybody out there
- From: Wayne Waite <Wayne@waitey.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Sorry to post this onto the mailing list. But is there anybody out there.
- I haven't had any mail for 4 days from anywhere.
-
-
-
- Date: Monday, 03 July 1995 22:26:12
- Subject: Wish list.
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- I wish I could use the left hand alt key. Please !!!!
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 40 05 17 37 35 07 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Monday, 03 July 1995 23:35:39
- Subject: Problem trying to outline fonts (Font within a font look)
- From: James Cheseborough <jimc@eznet.net>
-
-
- ----------------------------------------------------------------------------
-
- What's the best way to get an font object that has a "bigger"
- version of itself laid on top of itself?
- I see this all the time in the commercial world, but I'm having problems
- doing it with Imagine. I'm trying not to rebuild the whole character by
- hand. Sizing in the spline doen't do it, of course.
-
-
-
-
- Date: Tuesday, 04 July 1995 07:15:54
- Subject: Hello?
- From: Ian Smith <iansmith@moose.erie.net>
-
-
- ----------------------------------------------------------------------------
-
- I have not recieved a single IML message in 4 days... have I been
- erased from the list somehow? Please respond via e-mail if anyone
- sees this... thanks!
-
- I miss the IML! :-)
-
- --
- IanSmith@moose.erie.net Visit Below!
- My HP48/Imagine/ImageMaster Page --> http://moose.erie.net/~iansmith/
- Come and stop by Africa Imports! --> http://www.cyberenet.net/~africa/
-
-
-
- Date: Tuesday, 04 July 1995 09:46:12
- Subject: Re: For those who want to UNSUBSCRIBE
- From: wirde@Fysik.UU.SE (Mikael Wirde)
-
-
- ----------------------------------------------------------------------------
-
- >Help! I do not wish to leave! Some how my mail has STOPPED! Can any one hear
- >me? please send me something or help me subscribe agian. THANK YOU.
- >
- >
-
- If it makes you feel better, I can tell you that I haven't got any mail myself
- from the IML lately. However, rather than making you feel better, it may make
- me feel worse. Where is everybody anyway? I am sending this mail in two
- versions, one personal reply to ThreeDTV@aol.com and one to the list, so
- you should be getting two copies of this, if you are still on the list
- (I should also get one extra copy of it, which proves that I am also on the
- list). Hope it works. Here goes.......
-
- M Wirde
-
-
-
- --------------------------------------------------------------------------
- Mikael Wirde Mail: Box 530
- Dept. of Physics Deliveries: Villavaegen 4B
- University of Uppsala Visitors: Thunbergsvaegen 7
- Phone: +46 18 - 18 36 03 S-751 21 UPPSALA
- Fax: +46 18 - 18 36 11 SWEDEN
- E-mail: wirde@fysik.uu.se
- --------------------------------------------------------------------------
-
-
-
- Date: Tuesday, 04 July 1995 10:39:04
- Subject: TEST - do not read
- From: cjo@esrange.ssc.se
-
-
- ----------------------------------------------------------------------------
-
- Just testing my connection to the IML
-
- *---------------------------------------------------------------*
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@smtpgw.esrange.ssc.se |
- *---------------------------------------------------------------*
-
-
- Date: Tuesday, 04 July 1995 10:55:45
- Subject: Hello there
- From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege)
-
-
- ----------------------------------------------------------------------------
-
- Hi All,
-
- Is this lists still alive ????????
-
- I haven't had a single mail since friday evening (june 30)
-
- I did have a mail bounce but not from this list so I should still be on it.
-
- Anyway Announcement:
-
- The IML archive of June will appear on Aminet within a couple of days.
- Again both in guide and text format and I'm thing of making a html version
- although you can use 'ag2html' to convert from AmigaGuide to HTML.
-
- The idea to make a windows helpfile from the archive is still alive but I
- don't have much time to work on it.
-
- Greetings Joop
-
-
- Date: Tuesday, 04 July 1995 11:53:44
- Subject: Font problem. How to outline it!
- From: James Cheseborough <jimc@eznet.net>
-
-
- ----------------------------------------------------------------------------
-
- What's the best way to get an font object that has a "bigger"
- version of itself laid on top of itself?
- I see this all the time in the commercial world, but I'm having problems
- doing it with Imagine. I'm trying NOT to rebuild the whole character by
- hand. Sizing in the spline ed doen't do it, of course.
-
-
- Date: Tuesday, 04 July 1995 16:16:08
- Subject: IML Outage
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- Hi all (if anyone is out there)
- My IML mail has dropped to zero. I've noted a few other folks with
- this problem in the past. So I'm sending this out to see if it doesn't
- bounce. If anyone cares to, please drop me a note confirming you saw
- this so I can begin to track down the problem.
-
- Thanks,
- Greg Denby
- gdenby@darwin.cc.nd.edu
-
-
- Date: Tuesday, 04 July 1995 22:10:55
- Subject: Re: sale
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >I'm afraid that due to certain financial situations (namely me losing
- >my job), I'm forced to part with my treasured Imagine 3.x software
- >under strict order's from "She who take's no crap".
- >I'm selling as a result my Imagine 3.0, 3.1 update disk's, 3.2 update
- >disk's and the two future update's I've paid for and I'm still awaiting
- >all for the Amiga computer.
- >
- >It's fully working with manual etc. and has got to be
- >worth....mmmmm.... 350 pound's ONO.
- >Any taker's, i'll chuck in a couple of disk's of PD object's and
- >textures :)
- >
- Hi there.
- I see that you live in the UK and would be interested to know where
- you get the update disk's from. I would buy yours but I use imagine on a PC.
- C U later.
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 40 05 17 37 35 07 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Tuesday, 04 July 1995 22:11:04
- Subject: IML-FAQ#07 preview
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >>From imagine-relay@email.sp.paramax.com Tue Jun 27 08:20:15 1995
- >From: "Calcolo Numerico 01" <CN01@novell.dima.unige.it>
- >Organization: Math. Dept. of Genoa Univ., Italy
- >To: imagine@email.sp.paramax.com
- >Date: Tue, 27 Jun 1995 08:25:57 GMT+1
- >Subject: IML-FAQ#07 preview
- >Priority: normal
- >
- >Hi fellows,
- > this is the 'what's new' for IML-FAQ#07, I'm waiting for Dave
- >reply to upload the latest FAQ release to Aminet, read Ya soon!
- >
- >
- >========================================================================
- >Last Update : June 24, 1995 Saturday
- >Issue Number : 7
- >What's New : Section 2, No 18. Help with bones
- > Section 2, No 19. Halo around light
- > Section 2, No 20. Reflective object inside a glass tube
- > Section 2, No 21. Slice function tips
- > Section 2, No 22. Undersea fog spotlight
- > Section 2, No 23. How can I create a disco ball?
- > Section 2, No 24. Modeling candle flame
- > Section 6, No 7. Sway FX
- > Section 7, No 15. Fog: the 'cancel' problem
- > Section 8, No 9. Sludge Attribute using default
- > Imagine 2.9 (or higher) textures
- > Section 8, No 10. Marble (Imagine 2.0 or high)
- > Section 8, No 11. Starfield (Imagine 2.9 or high)
- > Section 8, No 12. Photon Torpedo (Imagine 2.9 or high)
- > Section 8, No 13. Spaceship shield Attribute
- > (Imagine 2.9 and higher)
- > Section 9, No 4. Hex edit for high res video change
- > Section 9, No 6. Motion blur
- > Section 9, No 7. 3D stereograms
- > Section 9, No 8. Working with bitmaps
-
- Is this up yet and if so in which directory please ?
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 40 05 17 37 35 07 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Wednesday, 05 July 1995 01:04:55
- Subject: More Textures for I3.0
- From: mrivers@tbag.tscs.com (Michael Rivers)
-
-
- ----------------------------------------------------------------------------
-
- Just for your rendering pleasure, I've uploaded a few new textures to Aminet.
-
- Look for:
- gfx/3dobj/FXtextures.lha
-
- The textures are basically a set that replaces my older 'Alpha' texture,
- this new set should be considerably easier to use, and alot easier for
- me to expand upon. Also includes a Flare texture, which creates a
- hotspot 'inside' the object (similar to AnmFlare from Ian?)
-
- PS. This archive contains only Amiga(fp) textures for I3.0.
- PPS. The FX_ textures cannot be ported to Imagine for DOS. :(
- (because DOS doesn't have public (or any) semaphores)
-
-
- Date: Wednesday, 05 July 1995 09:36:55
- Subject: Is there any mail
- From: Carsten Bach <infoflex@INET.UNI-C.DK>
-
-
- ----------------------------------------------------------------------------
-
- I have not received any mail the last week. Is it just me or, has there not
- been any?
-
-
-
-
-
- Date: Wednesday, 05 July 1995 11:31:04
- Subject: Anim newbie probs
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Hi everyone
- As I mentiontioned in my previous post, I've just started to try some
- animations.
- Today's problem is:
- I create a simple animation with 30 frames of a spining logo, with a
- primitive plane in the backgound that is a little bit reflective with
- the crumpled texture.
- The first 20 frames seem fine, but towards the end the scene seems to
- "shrink" down to a small box area in the middle of the frame with the
- sky colour showing around this small box area.
- The only thing I can think of is the world size is shrinking. I have set
- it's size to 0,0,0. But why is the first 20 or so frames OK?
-
- Are there any tutorials around for creating animations?
-
- And finaly, is my server acting screwy or have there been no posts for
- the last three days? If there has been posts, would some kind soul who
- has kept the last few days posts mind forward them to me.
-
- Thanks
- Rod Macey
- yrod@ozemail.com.au
-
- "Sometimes the hard way is the only way"
-
-
-
-
-
- Date: Wednesday, 05 July 1995 12:35:33
- Subject: FORM TDDD
- From: Wizard <GUEST@novell.dima.unige.it>
-
-
- ----------------------------------------------------------------------------
-
- Yaba daba doo Imagineers,
-
-
- I have two question on TDDD iff sub-chunk:
-
- i) there can be two or more OBJ chunks into an Imagine TDDD file
- (I've got an Imagine obj with more OBJ chunks and Imagine Detail Ed
- have some problem manage it)?
-
- ii) what data contains the following TDDD sub-chunks:
- TPAR, SURF, MTTR, SPEC, PRP0, INTS (I've found these into
- another TDDD Imagine objects).
-
- PLEASE REPLY TO Gabriele.Scibilia@p24.f211.n332.z2.fidonet.org
-
-
-
- Date: Wednesday, 05 July 1995 12:47:37
- Subject: Guides & htmls in Aminet
- From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES)
-
-
- ----------------------------------------------------------------------------
-
- Hi to all
-
- i have uploaded today in wuarchive (aminet) the following files:
-
- - d2iguide.lha Guide version of dare to imagine.
- - d2ihtml.lha HTML version of the above.
- - faq6guide.lha guide version of IML FAQ #6
- - faq6html.lha HTML version of IML FAQ #6 (also on the Ian Smith Page!)
-
- I think there will be in the recent in a few days, hope you enjoy it!!
-
- --
- email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :)
-
- NOTE: .Sig under reconstruction ....
-
-
- Date: Thursday, 06 July 1995 02:08:00
- Subject: What happened?
- From: m.rubin9@genie.geis.com
-
-
- ----------------------------------------------------------------------------
-
-
- I haven't received any mail from this list for six days. Is there a
- problem with the server or did I get accidently unsubscribed? If this
- appears on the IML and there hasn't been a complete shutdown of the
- list, please Re-Subscribe!
-
- Floater
-
-
- Date: Thursday, 06 July 1995 05:01:31
- Subject: Test (do not read)
- From: Broctune@aol.com
-
-
- ----------------------------------------------------------------------------
-
- This is a test, only a test
-
-
-
- Date: Thursday, 06 July 1995 06:43:35
- Subject: Converting to pc
- From: gareth.qually@tinder.iaccess.za (Gareth Qually)
-
-
- ----------------------------------------------------------------------------
-
- I am thinking of getting a 486DX2-66 with 8megs of ram and a half gig
- drive. Has any one else who has changed platforms had a problem
- converting. By this I mean using equivalent programs on the pc.
-
- I am getting Imagine for the pc, but what program is most like Deluxe
- Paint. The same with Opal Paint (I have looked at Photoshop and Fractal
- Design Painter, Which is better for animation design).
-
- And is there a program that I can use to connect the pc to my Amiga to
- do file transfers.
-
- By the way does imagine use the memory space on the pc like it does on
- the Amiga. By this I mean if I create a project that uses 8megs of
- memory on the Amiga, will the pc run the same project?
-
- Thanks...
-
- Chow...
-
- gareth.qually@tinder.iaccess.za
-
-
- Date: Thursday, 06 July 1995 08:49:01
- Subject: No postings coming through....
- From: "JOSEPH F. HART" <VISHART@ubvms.cc.buffalo.edu>
-
-
- ----------------------------------------------------------------------------
-
- I am not seeing any postings to this mailing list any more.
- I have not seen any for at least a week. I have attempted a
- resubscription without any response. Is anyone still here ?
- Am I still on the list ?
-
- ___________________________________________________________________
- | Internet: VISHART@ubvms.cc.buffalo.edu
- Joseph Hart | /// Plink : OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ FreeNet : af804@freenet.buffalo.edu
- | *** AMIGA - Computers for REAL MEN ***
- ===================================================================
-
-
- Date: Thursday, 06 July 1995 14:18:18
- Subject: Hello?
- From: --Craig <dalamar@MIT.EDU>
-
-
- ----------------------------------------------------------------------------
-
- I know it's a holiday weekend, but I haven't gotten any IML mail since
- last week. Is it something I said?
-
- Hate to send to everyone on the list, but this is a test to see if I
- get a bounce. Has anyone been getting returns from my address?
-
- Just to make this a worthwhile message, how about a little help: I've
- been trying to light a room as if from a single window opposite the
- camera. I've had several ideas, one of which was to do the standard
- three lights, but at lower intensity (say 48,48,48) plus one bright
- shadow-casting one just outside the window. This looks okay, but
- something is still a little bit off. Has anyone had success lighting
- this sort of situation well?
-
- Hoping this message makes it through.
-
- --Craig
- dalamar@athena.mit.edu
-
-
- Date: Thursday, 06 July 1995 20:01:49
- Subject: Why?
- From: Thomas Gaiser <thomas.gaiser@uni-tuebingen.de>
-
-
- ----------------------------------------------------------------------------
-
- To whom it may concern:
- Why do I receive no articles from the imagine mailing list anymore?
- Do I have to subscribe once again?
-
- ---------------------------------------------------------
- | Thomas Gaiser |home: |
- | thomas.gaiser@uni-tuebingen.de |Elchstr. 21 |
- | Universitaet Tuebingen |72768 Reutlingen|
- | Seminar fuer Sinologie und Koreanistik |Germany |
- ---------------------------------------------------------
-
-
-
- Date: Thursday, 06 July 1995 21:34:44
- Subject: Re: New Feature Administrator
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- All right. Does this post mean that the IML is up and running again?
- This is the first post I've gotten from the list for five days! Several
- others were locked out, as well, yet this string has the tone of
- continuity about it.
-
- Was there a regional blackout, or was everyone effected by this lapse?
-
-
- Date: Thursday, 06 July 1995 21:39:44
- Subject: Re: Hello there
- From: sharky@aloha.com
-
-
- ----------------------------------------------------------------------------
-
- On Tue, 4 Jul 1995, joop van de wege wrote:
-
- > Hi All,
- [snip]
- > The IML archive of June will appear on Aminet within a couple of days.
- > Again both in guide and text format and I'm thing of making a html version
- > although you can use 'ag2html' to convert from AmigaGuide to HTML.
- >
- Aloha!
-
- I know this is a super dumb PC user question, but is it pretty easy to
- convert the AG format to HTML for us PC dorks? I'd be happy to post them
- up off of websharx, or write something to convert them to HTML if nothing
- in the UNIX or PC world is currently available to do this.
-
- Where on Aminet should I look to pick it up?
-
- Sorry for being a bit naive about this....
-
- Sharky
-
- sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky
- WebSurfer & Fun Guy,Funky __/ \ >*< Hawaii Related Links and Etcetera's
- WWW Page Designs, ____/ ) | ^ 3D Modelling & Animation Art,Objects,
- Tech. Planning /\_____/ } \ Home Server:http://www.websharx.com
- ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
-
-
-
-
- Date: Thursday, 06 July 1995 22:09:50
- Subject: Re: Test (do not read)
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- I'm running tests, too. I haven't gotten a post from the IML since
- Saturday. I'm using the new unisysg address, but everyone else seems to
- be using the above string. Were you blanked out too, for the last five days?
-
- On Thu, 6 Jul 1995 Broctune@aol.com wrote:
-
- > This is a test, only a test
- >
- >
-
-
- Date: Thursday, 06 July 1995 22:11:09
- Subject: Re: Is there any mail
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- There's apparently been mail, at least to some of us. Because the two or
- three posts I got today seem to be continuing threads of discussion that
- were never interrupted. But I sure haven't seen diddly from the list
- since Sat.
-
- On Wed, 5 Jul 1995, Carsten Bach wrote:
-
- > I have not received any mail the last week. Is it just me or, has there not
- > been any?
- >
- >
- >
- >
-
-
- Date: Thursday, 06 July 1995 22:25:00
- Subject: Output/video
- From: Marty Nussbaum <martyn@asu.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- Hello All,
- I need to make a demo tape and don't have access to the equipment on
- campus. What I want to do is buy what I need to output to video from my
- home computer. What equipment do I need to purchase? I'm running Imagine 3.2
- on a Pentuim 90 w/40 megs Ram. I'm also using Adobe Premiere (?spelling)
- to make AVI files. I could use the equipment in the art department at
- school but since I'm NOT an art major I get put on the bottom of the
- list. If an art major comes in and needs to output to video, his/her name
- gets put above mine. Therefore it would be a cold day in hell before I
- could use the equipment. Any help and/or suggestions will be deeply
- appreciated. Thanks,
-
-
- Marty
-
- *************** _ _ /|
- * ACK!! * \'o.O'
- * Hairball! * =(___)=
- *************** U
-
-
-
-
-
-
- Date: Friday, 07 July 1995 01:44:21
- Subject: Re: What happened?
- From: Rodney McNeel <rodman@infinity.ccsi.com>
-
-
- ----------------------------------------------------------------------------
-
- There is Definitely some problem with the list. Don't feel alone.
-
-
- Date: Friday, 07 July 1995 03:13:07
- Subject: New Web Stuff
- From: Ian Smith <iansmith@moose.erie.net>
-
-
- ----------------------------------------------------------------------------
-
- Glad to have the IML back!
-
- I have added an HTML version of Dare To Imagine that was sent to me
- by Ernesto Poveda Cortes to my home page as well as updated all
- the refrences to Aminet to the Web version which will not have
- the delays and problems that wuarchive does. A link to the nice
- raytracing tutorial is there as well.
-
- Can't wait for 3.3! Impulse said to expect them any day as they
- are currently shipping them...
-
- --
- IanSmith@moose.erie.net Visit Below! :-)
- My HP48/Imagine/ImageMaster Page --> http://moose.erie.net/~iansmith/
- Come and stop by Africa Imports! --> http://www.cyberenet.net/~africa/
-
-
-
- Date: Friday, 07 July 1995 03:21:10
- Subject: ------=> Sorry NO Subject!
- From: imagine-relay@email.sp.paramax.com
-
-
- ----------------------------------------------------------------------------
-
- I'm afraid that due to certain financial situations (namely me losing
- my job), I'm forced to part with my treasured Imagine 3.x software
- under strict order's from "She who take's no crap".
- I'm selling as a result my Imagine 3.0, 3.1 update disk's, 3.2 update
- disk's and the two future update's I've paid for and I'm still awaiting
- all for the Amiga computer.
-
- It's fully working with manual etc. and has got to be
- worth....mmmmm.... 350 pound's ONO.
- Any taker's, i'll chuck in a couple of disk's of PD object's and
- textures :)
-
-
- --
- ~===========================================================================~
- Darren Priestnall - darren@hanger.demon.co.uk (P&GImaging)
- 3D imaging and FX for carbon print's and video
-
- WWW demo page coming on-line soon
-
-
-
- Date: Friday, 07 July 1995 04:03:44
- Subject: Re: mapping & light
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Derek Shenk <digitala@accessnv.com>
- >
- > I've created an altitude map ("John" written in bold black letters on
- > a white background). Made a default sphere added the quick
- > attributes of gold and applied the altitude map as a wrap x & z.
- >
- > The render makes the letters engraved into the gold metal ball like I
- > wanted, but they look like they were engraved with a chisel. All the
- > letters are real bumpy, not smooth, where the engraving took place.
-
- There's a strong chance that the bumpy look is caused by jaggies in your
- bump map. Since Imagine converts everything to 24-bit internally, you do
- _not_ want to simply increase the map's resolution. Well, you do, but
- then, you'll want to average it back down to a manageable resolution,
- using any decent image processor. The anti-aliased pixels that result
- will give the same visual impression as the ultra-sharp, high-res
- version of the map before shrinking.
-
- While you're at it, you can also use a nice Gaussian blur, after
- shrinking the image down, to give the appearance of a bevelled slope to
- your letters.
-
-
- Date: Friday, 07 July 1995 04:04:10
- Subject: Re: More'n'more things...
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Fernando D'Andrea <DANDREA@aton.inf.ufrgs.br>
- >
- > *.Possibility of change an cycle object in the stage editor. I want
- > to do a moving man, but he always don't move to the exact point that
- > I planed. If the editions on the movements of the model are made in
- > the same editor which I move all the other models, everything gets
- > easy.
-
- Imagine 4.0 is supposed to have a single screen, rather than separate
- editors.
-
- > *.Morph and cycle at same time.(!!!)
-
- But -- you can already do that! For example, create a walk cycle, and a
- similar run cycle. Morph from walk.iob to run.iob in the Actor bar, and
- you'll see the motion smoothly transform from a walk to a run!
-
- > *.Transformthe 'Phiong shade' switch get in a
- > 0-255 slider. Do the same with bright. It helps on smooth morph effects.
-
- Why would you want partial Phong? To get that computerish, faceted look,
- but in a more subtle way? Please explain.
-
- And 3.3 will have a 0-255 slider for Bright. As GreG Tsadilas told me,
- this will do *wonders* for those hard-to-light objects, where part of
- the object you worked so hard to model, is lost in dark shadows. Rather
- than cranking up the ambient light, or adding focused fill lights, you
- can simply make the object, say, 20% bright. Presto, more visibility in
- the shaded areas, and this has no effect on other objects.
-
- > *.A tool to put faces betweew edges.
-
- 3.2 has implemented this feature, called "Edge fill". You multi-select
- the set of edges on one side of a hole/gap/chasm, Set Edge Line, then
- multi-select the edges on the other side, and Fill To Edge Line.
- Kablooey, faces are immediately created that join the two sets of
- edges.
-
- > *.An preview of a texture.
-
- This is the major change in 3.3. Haven't you been paying attention to
- the IML? (Sorry, didn't want to stifle your creativity, but a gentle
- nudge seemed in order)
-
-
- Date: Friday, 07 July 1995 04:04:30
- Subject: Re: brushmap tacking
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: NEWKIRK@delphi.com
- >
- > I'd like to be able to have a yellowish map with reddish vertical
- > stripes, map it to a tulip petal, then have the stripes remain the same
- > position and size while the yellowish (not simply a solid color)
- > stretches as the petal enlarges and unfolds.
-
- As far as I know, there is no way to do this in 2.0. It's child's play
- with 3.x, however.
-
-
- Date: Friday, 07 July 1995 04:04:56
- Subject: Re: REALISTIC MATERIALS!
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Granberg Tom <tom.granberg@TV2.no>
- >
- > A rule of thumb is, do not use very high specular settings, this will
- > make your render look plastic, seconf be very carefull with hardness, a
- > high hardness setting only aplies to very "hard" such as new glass,
- > diamonds crystals. These two settings are the most frequently reasons why
- > it is so hard to set the light in a scene. And the result is often that
- > you end up with a huge numbers of lights, witch will slow down the
- > rendering.
-
- Great message, Tom. Thanks for the advice; this is going to my archive
- file. I wonder, though: why do improper specular/hardness lead people
- into using too many lights?
-
-
-
-
- Date: Friday, 07 July 1995 04:17:08
- Subject: Font problem. How to outline it!
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: James Cheseborough <jimc@eznet.net>
- >
- > What's the best way to get an font object that has a "bigger"
- > version of itself laid on top of itself?
- > I see this all the time in the commercial world, but I'm having problems
- > doing it with Imagine. I'm trying NOT to rebuild the whole character by
- > hand. Sizing in the spline ed doen't do it, of course.
-
- If you want the classic "outline" effect on the front of the object, Add
- Points to your outline using the Raise bevel type. This creates a
- constant-width outline, offset slightly from the main front part of your
- object. Save Points, then enter the Detail editor and load the objects.
- By using Drag Box in the Right view, it's a piece of cake to select only
- those faces which comprise the front outline, and make a subgroup out of
- them.
-
-
-
- Date: Friday, 07 July 1995 04:21:19
- Subject: ------=> Sorry NO Subject!
- From: imagine-relay@email.sp.paramax.com
-
-
- ----------------------------------------------------------------------------
-
- Hi,
- I just got a copy of ImageFX 1.5 from the CU Amiga Coverdisk. I seem to r
- ecall
- that there was an Arexx script that someone wrote which could be used with Image
- FX to
- create MPEG's. I looked for it on Aminet but couldn't find it there anymore. C
- ould someone
- out there tell me where I can get this, or better yet send me a copy as an e-mai
- l attachment.
-
- Thanks in advance for any help,
-
- Kurt
- KurtY@urfim.ucla.edu
-
-
-
- Date: Friday, 07 July 1995 04:21:55
- Subject: No messages for a week
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello All,
-
- I have'nt received any IML mail since the 30th June, has everything shut
- down for the 4th of July celebrations?
-
- -- Bob
-
-
- Date: Friday, 07 July 1995 04:40:16
- Subject: Making Imagine pay....
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Douglas Smith <doug@defocus.demon.co.uk>
- >
- > OK time to show off.
- >
- > tell us all about the stuff that you have had published/
- > printed or been paid for.
-
- Douglas,
-
- what a great idea. This thread should prove interesting, to say the least!
-
- I'm currently a hobbyist, so I don't actively pursue customers as if my
- rent depended on it. I've done a flying logo for a national brewery's
- annual sales meeting, with Superman-type extruded text snapping into
- place, followed by a dazzling flare/glow/star filter, curtesy of
- Imagemaster and an ARexx macro. Length: 10 seconds. Rate: $400. (Yes, I
- know, I should be shot for working this cheaply)
-
- #2: Flying logo for a brewers' retail organization. (And I don't even
- LIKE beer!) Scanned a shopping bag logo on a Mac at Kinko's, used
- Pixel3D (yuck) to create an Imagine object. Created a rounded marble
- slate to allow for superimposed CG titles. In Imagemaster, created the
- smoothest blurred version of the logo I could manage; this, tiled as an
- altitude map on a beige background, created a flawless embossed look.
- Finally, a soft-edge spotlight, aimed diagonally at the background. This
- was my last non-field-rendered animation! 2 days' work, 5 seconds, $300
- I believe.
-
- #3: For a year and a half, I've been working off and on (mostly off) on
- a cutesy romantic animation, showing two upscale hearts on a seaside
- patio. Champagne bottle, bucket, and glasses; marble columns. Very
- cinematic, as the 40-second animation is split in several shots
- (establishing, close-up, dolly, etc.) Background brushmaps are pitifully
- low-res, which makes them naturally out-of-focus. The hearts were
- created a long time ago, so no bones. They move, but don't bend or twist.
-
- This animation was designed to be one of the high points of my
- eventual demo reel, so I kept refining everything. The original rate of
- $300 is completely ridiculous, but a deal's a deal. My client is going
- to love what his $300 is buying, and I'll get a much better-looking
- animation for my reel than if I'd settled for the quality level we
- originally discussed.
-
- (Side note: he's getting a little musical score composed for it, but for
- my reel, I whipped up my own soundtrack, with canned music and full sound
- effects. Needless to say, this adds greatly to the quality of the
- animation! Best of all, it only took one evening to digitize, synchronize
- and mix everything together! When my client comes to pick up the
- animation, I'll play him _my_ version, and watch his jaw drop. If he
- wants my soundtrack, no problem -- that'll be another $300. <g>)
-
- #4: Last year, Wal-Mart invaded Canada. To boost the morale of the troops
- working for another large retail chain, I created two short (5-10
- seconds) animations showing "their" logo wreaking havoc on a Wal-Mart
- store. (Standard Imagine explosion, for example) This was lots of fun to
- do, and I was told the clips raised a hearty laugh out of the audience.
- Again, $300-500.
-
- #2-4 were all for the same client, whose budgets are always quite low.
- Fortunately, I've been raising my rates as time went by and my
- confidence improved. An example of where I'm at right now is the 2-day
- flying logo, which I charged $500 for.
-
- There have been 2-3 simple DPaint animations for that client, too. As a
- matter of fact, I've just finished work on one an hour ago, a cheerful
- 5-second clip detailing what makes the "Perfection" pizza pan so special.
-
-
-
- As you can see, I have a long way to go before I can forget my day job!
- Fortunately, I've managed to enter a rate level which doesn't make me
- feel exploited anymore.
-
-
- Date: Friday, 07 July 1995 04:48:54
- Subject: Re: 3.3 & no IML for a while
- From: Ian Smith <iansmith@moose.erie.net>
-
-
- ----------------------------------------------------------------------------
-
- On Mon, 3 Jul 1995, dunc@eraser.demon.co.uk wrote:
- > does anyone know if 3.3 is 'packing' or 'shipping' ????
-
- I called Impulse on Wed and they said it was shipping.
-
- --
- IanSmith@moose.erie.net Visit Below! :-)
- My HP48/Imagine/ImageMaster Page --> http://moose.erie.net/~iansmith/
- Come and stop by Africa Imports! --> http://www.cyberenet.net/~africa/
-
-
-
- Date: Friday, 07 July 1995 05:47:33
- Subject: Re: Why?
- From: Rodney McNeel <rodman@infinity.ccsi.com>
-
-
- ----------------------------------------------------------------------------
-
- I believe people out there got the newest version of Imagine and are too
- busy exploring to write to the list ;)
-
-
- On Thu, 6 Jul 1995, Thomas Gaiser wrote:
-
- > To whom it may concern:
- > Why do I receive no articles from the imagine mailing list anymore?
- > Do I have to subscribe once again?
- >
- > ---------------------------------------------------------
- > | Thomas Gaiser |home: |
- > | thomas.gaiser@uni-tuebingen.de |Elchstr. 21 |
- > | Universitaet Tuebingen |72768 Reutlingen|
- > | Seminar fuer Sinologie und Koreanistik |Germany |
- > ---------------------------------------------------------
- >
- >
-
-
- Date: Friday, 07 July 1995 07:45:17
- Subject: New Program
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- What did everyone die and go to Truespace Land? (That's Hell in case you
- didn't know). Seriously the mail box has been so empty lately I am starting
- to feel lonely. I guess everyone must be playing with 3.3.
-
- Well just to say something productive here, I have come across a software
- package that converts images from 16 mil. color to 256 color or less. You
- are probably thinking "so what". Well, this software uses a dithering
- algorithm that makes most images look nearly as good the 24 bit version. I
- have not seen anything that does this good a job or even comes close. It
- also chooses a pallete of colors that best represent the image. How does
- this relate to Imagine? #1. I use it to convert textures to 256 so they
- don't take up as much room. #2. Instead of having to use 24 bit for
- backdrop images I can create a fairly hi-res 256 image instead. #3. If you
- want to create an animation straight out of Imagine, you create an optimized
- pallete from a 24 bit frame, and then lock the pallete to it. #4. It has
- batch conversion, so you could convert an entire animation to 256 and the
- compile it using DTA.
-
- This program works with most 24 bit formats, and it only runs under Winders.
- I am not a reseller nor do I have any affiliation with this company so if you
- want the name and phone number, you'll have to E-Mail me. I posted the name
- and number on C-Serve, and one of the Sysops took it off so I don't want to
- offend any more people. This program has been of use to me and it is fairly
- inexpensive. $50.00.
-
- Please out of respect to the rest of the people on this mailing list DO NOT
- post a Me TOO! message. Respond privately via E-mail.
-
- Hope I didn't affend any TrueSpacers out their either, it was only a joke.
-
- Stephen G.
-
-
- Date: Friday, 07 July 1995 08:01:16
- Subject: Re: REALISTIC MATERIALS!
- From: "DEBEAUMONT, GEORGE" <debeaugw@songs.sce.com>
-
-
- ----------------------------------------------------------------------------
-
- >I just want to give some advice about how to make realistic material and
- >lighting setup...
- >One of the best textures Imagine have to achive realism is the dirt texture, I
-
- >use it in every way I can to get to my desired effect.
-
- I agree! Imagine's Dirt texture is indespensible. It adds a degree of
- imperfection frequently seen in real life objects. Treat it as a seasoning
- that should be added to most Imagine recipes.
-
- >Dont over use light, often three light sources will do. Placement is easy, one
-
- >straight above, one slightly offset from the camera, and one from either side,
-
- >do not place them to close to the objects. If they dont cast as much light as
- >you want to, do not move them, but crank up their values instead, this way you
-
- >will know when they do cast enough light. Make only one or two of the light
- >sources cast shadow, but leave the light that is closest to the camera alone.
- >Please feel free to change the color values a bit to get that,
- >cold,spookey,warm etc feel. If you have 3.X you would do yourself a favour by
- >turning the light source that is placed at either side into a paralell one (not
-
- >spot) only cross the paralell rays button and make a shadow casting source.
-
- I've generally used the main/fill light approach as a starting point, but
- look forward to trying your basic lighting setup. I'm curious, why do you
- prefer parallel ray lights in your setup?
-
- George
-
-
-
- Date: Friday, 07 July 1995 09:29:22
- Subject: Field render bug?
- From: Ed Totman <etotman@gort.ucsd.edu>
-
-
- ----------------------------------------------------------------------------
-
- I have imagine 3.2 on a pc with a PAR. I created a simple moving camera
- animation to test field rendering, and when I reversed the animation on
- the PAR I noticed that the new reversed animation was much smoother than
- the original. Many test animations later, I discovered that colorshade
- and scanline animations are good, but traced animations are not - the two
- fields are reversed so the animation appears jittery. The "flip fields"
- button in imagine doesn't fix the problem. The PAR "field import order"
- setting doesn't help either. When the PAR reverses an animation it does
- not change the field order, so this is the only way I can get a smooth,
- traced animation. Can any of you out there with a pc/imagine/par confirm
- this problem? Does the "flip fields" button do anything in trace mode?
-
- Ed Totman
- etotman@gort.ucsd.edu
-
-
-
-
- Date: Friday, 07 July 1995 09:44:01
- Subject: Re: Guides & htmls in Aminet
- From: cjo@esrange.ssc.se
-
-
- ----------------------------------------------------------------------------
-
- Ernesto Poveda Cortes wrote;
-
- > i have uploaded today in wuarchive (aminet) the following files:
- > - d2iguide.lha Guide version of dare to imagine.
- > - d2ihtml.lha HTML version of the above.=20
- > - faq6guide.lha guide version of IML FAQ #6
- > - faq6html.lha HTML version of IML FAQ #6 (also on the Ian Smith Page!)
- > I think there will be in the recent in a few days, hope you enjoy it!!
-
- I got them, I installed them and I read them.
-
- So, for those of you that are interested they are now online,
- and, beleive it or not, this is the last time I will promote my homepages=20
- on the IML; <http://www.kiruna.se/is/cjo/>.
-
- I appologize to anyone who thinks I'm nagging about those pages, it's just=20
- that I'm so darned proud of 'em. :)
-
- Once again Ernesto; THANKS!!!!!
-
- See you all in a month or so; I have a vacation coming up. :-)
-
- *---------------------------------------------------------------*
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@smtpgw.esrange.ssc.se |
- *---------------------------------------------------------------*
-
-
- Date: Friday, 07 July 1995 11:45:24
- Subject: Renderbrat
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- We got a nice florid post last week from our Nordic blender, full of
- pearls and condescension, and reminding me that the best advice I ever got
- is to beware of people who give advice.
-
- His lighting tips were predictably correct, and if you want a commercial
- look, hey, go for it--but if you love the shadowy depths of artists like
- Ridley Scott and Carol Reed, try a single shadow-casting light and a deep
- blood-maroon ambient in your globals.
-
- (Some creative soul on the list preceded me in that deep-purple ambient
- light suggestion, and my gratitude to him/her).
-
- As long as I'm spanking and thanking, still another creative soul earlier
- last week mentioned hairy cows. (Forgive me for destroying the header,
- but I think it was Chuck Blackear).
-
- Trying your hair-as-a-particle attachment idea, I stumbled onto the
- realization that if I invoke an outside object as a particle, I don't
- have to trace my render, but can scanline for the desired results.
- Thanks, you, not only for a great idea, but for saving me eons of render
- time.
-
-
-
- Date: Friday, 07 July 1995 12:27:05
- Subject: Re: New Feature Administrator
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- Doug Smith wrote, before the IML's looong weekend:
-
- > Feature Administrator....
- >
- >I'll do that
-
- Thanks!
-
- Here are some of my wishes/votes
-
- 1. The system beep. As others have recently requested, this would be
- quite nice. I once wrote them (on paper, no less) asking for same,
- and know at least one fellow in my area who did the same. This must be
- a convenience that many wish for. It should be toggle-able.
-
- 2. My own pet request, "Snap axis to point." This would allow
- one to quickly position the axis exactly at the edges, or wherever.
- As an example of the utility of this: I recently needed to make
- about 50 simple rectangular shapes to represent paintings. Each
- needed to be exactly the size of a real object. The simplest way
- I knew of to make the objects was to take a primitive plane, position
- the axis at one corner, move the axis and object to 0,0,0, and begin
- transforming the object over and over to make all the "Paintings."
- However, since each work needed to be "hung" from the center, I
- had to re-position all the axes. This would have been much if I
- could have just fractured the crossing diagonal, and snapped the
- axis to the central point.
-
- 3. Combine the forms and spline editor.
-
- 4. Add import for Post Script objects, and allow fonts to be sized
- by points.
-
- 5. Allow particle objects to carry all attributes, such as
- phonging, instead of just face geometry.
-
- 6. "Stretchable" bars in Action, So that if you decide that an
- actor should be still till frame thirty, and then move for sixty,
- you can just adjust previous bars measuring twenty and forty, for
- instance.
-
- ect, ect.
-
- Of course, Impulse will have to double their programming staff
- for all this, but, hey, that's what cloning is for, isn't it.
-
- Greg Denby
- gdenby@darwin.cc.nd.edu
-
-
- Date: Friday, 07 July 1995 12:35:56
- Subject: Essence for PC ships
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- During the outage, I got the Apex newsletter. Essence V I & II
- now available for PC also. New price, $280 for both, but
- as a cross grade, $50 (I'm happy.)
-
- Understanding Imagine 2, out of print. Sorry, 2.0 owners.
- Understanding Imagine 3, due late July. Yay everybody.
-
- Now the projects ported from the Ami can look just as good.
- Now if someone would just port true multi-tasking...
-
- Greg Denby
- gdenby@darwin.cc.nd.edu
-
-
- Date: Friday, 07 July 1995 12:38:00
- Subject: Re: Hello?
- From: Michael North <IBTLMAN@MVS.OAC.UCLA.EDU>
-
-
- ----------------------------------------------------------------------------
-
- > I know it's a holiday weekend, but I haven't gotten any IML mail since
- > last week. Is it something I said?
- >
- well, it looks like everybody had this problem, and now we'll
- fill up the list with confirmations.
-
- > Just to make this a worthwhile message, how about a little help: I've
- > been trying to light a room as if from a single window opposite the
- > camera. I've had several ideas, one of which was to do the standard
- > three lights, but at lower intensity (say 48,48,48) plus one bright
- > shadow-casting one just outside the window. This looks okay, but
- > something is still a little bit off. Has anyone had success lighting
- > this sort of situation well?
- >
-
- Just exactly what is going wrong with this scene? I've had some decent
- results with a setup fairly similar to the one you describe, plus a
- visible light beam from the outside and with the softedge texture
- used on an array of very dim lights on the inside to make a very diffuse
- ambient light inside. But it may be that I'm just easier to please,
- or that you're looking for a very particular effect.
-
- Michael
-
-
- Date: Friday, 07 July 1995 13:24:15
- Subject: Making Imagine Pay
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- A couple of my images have been published in Computer Video. And one
- of them was printed in the book Becoming a Computer Animator.
-
-
-
- Date: Friday, 07 July 1995 14:00:26
- Subject: Re: You are not alone
- From: Dave Rhodes <dave@darhodes.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Hi Craig
-
- > I know it's a holiday weekend, but I haven't gotten any IML mail since
- > last week. Is it something I said?
-
- By the sound of things, no-one did !
-
- > been trying to light a room as if from a single window opposite the
- > camera. I've had several ideas, one of which was to do the standard
-
- I had a good result with a parallel light source outside a hole in
- the wall, (the window wasn't _in shot_ in my scene, so I didn't have
- to model it, just make a side wall with an aperture.) I just made the
- light source slightly bigger than the hole it was shining through, and
- made it shadow casting, (and used the venetian blind light texture, but
- that's irrelevant here).My scene was of a fireplace with a fire in it,
- and I wanted an evening/sunset type of effect, so I set the _sun_ low
- down and reddish, with just enough brightness to stop it looking like
- a hot day. (The fire was lit, so it wasn't cold inside ;) )
-
- I'd left the part of the _room_ behind the camera open, so I could
- put a fill light a long way away, (not shadow casting) rather than use
- an ambient light level, but that's a matter of taste.
-
- The effect of the soft edged venetian blind stripes across the chimney
- breast, with an alcove either side was very pleasing - to me anyway !
-
- Hope this helps...
-
-
- --
-
- ~===========================================================================~
- Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England -
- ---------------------------------------------------------------------------
-
-
- Date: Friday, 07 July 1995 14:10:34
- Subject: Realistic materials2
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi there!
-
- First I want to say that my last paragraph of my last post regarding this, was a
-
- joke, "you corroded apeshit!"-Also a joke!!
- And this sentence only apply to those who havent got a sence of humor!
-
- "Doesnt any one get a good joke now a days?"
-
- Second I found a couple of faults in my mail regarding the glass tip.
- 1. I forgotten to make it transparent(filter)
- 2. When you do this you will lose the "spec." variation
-
- To make up for this, here is a way to do it anyway.
-
- Do the same thing, as my previous post said but make the specularity setting:
- 255.255.255. Go into the dirt texture and put these numbers in the filter
- boxes:200,200,200. Put these numbers in the refl. boxes:20,20,20.
-
- Make the whole object fully transparent. And if you like, put a refraction value
-
- on it.
-
- This tip needs my previous post, doesnt it?
-
- If I did steep on any sour toes, I'm sorry. It was a bug, not a feature!?
- (or was it the other way around...........I'm getting old, I cant remember)
-
- later!
- Tom
-
-
- Date: Friday, 07 July 1995 14:17:36
- Subject: Stop it
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- HELP.....HELP....help...h..e..l...p... . . .
- My mail box is floating over with mail saying- There is something wrong...havent
-
- got any post for the last days..etc..etc.!
- Yes there was something wrong, had my mail bounce saying that the IML server was
-
- down for 3 days. But now it's working again, so you can now resume your good and
-
- sound mails again witch will regard IMAGINE in one way or the other. Thanks.
-
- By the way, look up Steven Blackmons homepage, bril!
-
- Later!
-
- Tom RenderBrandt
-
-
-
- Date: Friday, 07 July 1995 14:34:20
- Subject: Paid for IM projects
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
- My last two tapes of theater performances had Imagine animations for
- their titles. The first was some words coming out of fog (Essence in
- those days), the next year's was a bunch of instruments marching in
- their own parade. These were very good looking-- trombone and trumpet
- objects with bones
-
-
- Date: Friday, 07 July 1995 14:35:37
- Subject: RE:FEATURE ADMIN.
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi Doug!
-
- It's nice to see that somone would do this, it is not an easy task. But then we
-
- could get impulse's attention, towards a list, and one list only. By the way I'm
-
- going to visit them at the binning of next month, so if every body on the list
- with a discent feature request could mail this to this nice guy. So maybe he
- could manage to set up a feature list we can vote for before I leave, I could
- take that with me and see what they think?........ Wow I just recieved my own
- mail, sent for only 5 min. ago. Is the list suddenly gone light speed?
-
- Later!
-
- Tom RenderBrandt
-
-
-
-
- Date: Friday, 07 July 1995 14:43:40
- Subject: Neon Effect
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi
-
- I've seen some previous mail's about neon effects, so here is another one:
-
- Make your Object, make it bright, put the fakely texture on it, adjust the
- colors to your liking. Bright color in the center and a darker one at the edges.
-
- If you use tubes(disk) object as your base for extrude's, It will not make any
- difference to where your camera is placed, due to the fakely texture it will
- make the vectores facing the camra brighter than the others(vector normals). Now
-
- go to the global eff. and request the haze effect, and type in the same values
- you've put in for the side color in the fakely texture. This way you get a good
-
- neon effect even in scanline.
-
- Cant wait for 3.3 and the new texture form?!? fab!
- Later!
-
- Tom RenderBrandt
-
-
- Date: Friday, 07 July 1995 15:04:41
- Subject: Animate with background plate
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
-
- I have just finished a project here at TV2, and during the project I discovered
-
- some neat tricks, and here is one:
-
- When you want to have a backdrop without using the backdrop feature in the
- action editor"wrong size etc" but stick it to a plate, but you still want to
- move the camera around, and maybe use animations/textures on the plate?
- Hey what a nightmare? Nope! Here is how to do it. Make the plate,make it bright,
-
- put the stuff on it at your liking. Take it into stage and drag it way back in
- your scene so it doesnt interfer with other objects if you rotate it, then scale
-
- it so it fills your screen. Go to action editor and to the alignment bar of the
-
- plate and delete it, then add a "track to" wheras you will get a requester
- asking for witch object, here you type "camera". Now if you want the plate to
- follow the camra as you tilt/pan it, you would have to use the associate
- function, I'm not quite sure how to use that one, but anyway, it would keep the
-
- relative distance between your camera and your object intact. Another way to
- fake this is to have the camrera track the plate as well, And shift pick the
- camera&plate and move both of them! Ofcourse you could move it by hand without
- caring about rotaion, the alignment bar will take care of this.
- You could also use this method for a moving background. just use a huge and long
-
- picture and map it on a slightly bent plate. But then you cant use the track to
-
- option.
-
- Later!
-
- Tom RenderBrandt
-
-
- Date: Friday, 07 July 1995 15:06:56
- Subject: 24bit Amiga + Imagine 3.2
- From: Steve@mg-plc.demon.co.uk (Steve Gardiner)
-
-
- ----------------------------------------------------------------------------
-
-
- Hello,
-
- Any of you clever chaps (and chappettes) got an Amiga with a 2MB Picasso II
- board running Imagine 3.2 in 800x600 without glitching or screen corruption ?
-
- I'd be very grateful if you could tell how to do it... Interlace mode gives
- me a headache...
-
- Cheers
- --
- +-----------------==============+================-----------------+
- | Steve Gardiner | Paying my debt to society... |
- | Steve@mg-plc.demon.co.uk | Working in Business Publishing !|
- +-----------------==============+================-----------------+
-
-
- Date: Friday, 07 July 1995 16:00:44
- Subject: RE:Outlining Fonts
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
-
- A good way to this is to use the "extra width" function with one of the beveling
-
- types, works best with flat beveling without depth "zero". This will give you an
-
- object you can select the outline in detail by selecting "pick faces" pick
- subgroup and it's named front bevel, select this and use the split function. Now
-
- you have two objects, a outline and the rest of the "logo" and it fit perfectly,
-
- and it have sharp edges to!
- PS:Remeber that Imagine will place the second axis on top of the first one!
-
- Later!
-
- Tom RenderBrandt
-
-
- Date: Friday, 07 July 1995 16:10:30
- Subject: Re: Making Imagine pay....
- From: Dylan Neill <dylann@pcug.org.au>
-
-
- ----------------------------------------------------------------------------
-
- On Fri, 30 Jun 1995, Douglas Smith wrote:
-
- > OK time to show off.
- >
- > tell us all about the stuff that you have had published/
- > printed or been paid for.
- >
- > To ensure it's topical, give a few lines saying what
- > features of Imagine were particularly useful or slowed
- > you down.
-
- OK Heres mine! I did work experience at and ad agency and was using SGIs
- to make an ad for the State Bank (for those in oz, its the one with the
- business men at the table and ken and barbie running through the house)
- ANyway, I helped on the Ken a Barbie bit and they were looking for a wood
- floor... Imagine to the rescue! :) I used the HardWood texture and made a
- convincing looking floor and brought it in. Now that you've read this I
- can bet all the imagine freaks in oz are gonna start freeze framing
- through that ad next time that see it! :)
-
- ---
- |\ /|
- o O
- ________________________oOO_=( ^ )=_OOo___________________________
- | ''' U ''' |
- | Gumby Death Man (Dylan Neill) Amiga 1200/6/120 486DX2-66/24/500 |
- | Email: dylann@pcug.org.au WWW: http://www.pcug.org.au/~dylann/ |
- |__________________________________________________________________|
-
-
-
- Date: Friday, 07 July 1995 16:36:34
- Subject: Imagine FAQ?
- From: Larry Hall <lhall@telerama.lm.com>
-
-
- ----------------------------------------------------------------------------
-
- Is the Imagine FAQ written for the Amiga or PC version? If it's for
- the Amiga version is there or is there going to be a PC version?
-
-
-
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-
-
- Date: Friday, 07 July 1995 17:08:39
- Subject: Re: Making Imagine pay....
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
-
- The only Imagine thing that I got paid for was an animation that I did about 3
- years ago of a shark for a CD-ROM called 'Shark Alert'.
-
- Imagine's Forms editor and booleans were great for the modeling and the add-on
- package called 'Morphus' (that Impulse used to sell) was invaluable for making
- the shark swim in a realistic manner. Ray tracing shadowy waves moving across
- the back of the shark and global fog really sold the piece.
-
- I mostly used Imagine to do demo work to try to get a full time job in the
- field, which eventually worked...
-
- Craig
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Friday, 07 July 1995 19:30:56
- Subject: Imagine 3.3
- From: --Craig <dalamar@MIT.EDU>
-
-
- ----------------------------------------------------------------------------
-
- First of all, as explained at the bottom of this missive, if you are
- not interested in reading about the new features in 3.3 DELETE THE
- NEXT MESSAGE YOU GET FROM dalamar@mit.edu.
-
- Well, I got 3.3 today: perhaps the advantage of moving to a location
- only 15 or 20 minutes from Impulse. For the benefit of those in more
- distant locales (especially our overseas bretheren, for whom it may
- take weeks, as I understand it), I post the following exerpt from the
- Installation Notice:
-
- [Installation Instructions Deleted]
- As you already know there will only be one more upgrade to Imagein,
- the final version Imagine 4.0. We are as usual behind the time frame
- that we had hoped to meet, rest assured that we are working diligently
- to complete 4.0, we know that the dealy will be well worth the wait.
-
- Once Imagine 4.0 has been shipped there will be a newsletter telling
- you what the future of Imagine is and how you can take advantage of
- the new software we have planned.
-
- Thanks for your support and let us know what you thing of Imagine 3.3,
- we are sure you will like it, but its always improtant to us to hear
- about any problems that you might be having.
-
- The Gang at Impulse
-
- ---------------------------------
-
- Here is the list of features new in 3.3 (lower numbers are from
- versions 3.1 and 3.2):
-
- *New in Version 3.3*
-
- 21. Added Smooth fracture.
-
- 22. Added Variable Brightness to object attributes.
-
- 23. Moved Randomize Colors to function menu.
-
- 24. Added Mix/Morph control for intensity on ALL textures and
- brushes.
-
- 25. Added Specular Mapping.
-
- 26. Added Hardness Mapping.
-
- 27. Added Shininess Mapping.
-
- 28. Added Brightness Mapping.
-
- 29. Added Fog Length Mapping.
-
- 30. Added Index Of Refraction Mapping.
-
- 31. Added Ambient Light Mapping.
-
- 32. Added Roughness Mapping.
-
- 33. Added Previous/Next buttons for traversing texture list
- quickly.
-
- 34. Added Browse butons to texture and brush requesters.
-
- 35. Added 256 Color real-time texture preview.
-
- 36. Added 256 color color pickers in texture requester.
-
- 37. View Brush added to previewing brushes.
-
- 38. QuickRender access directly from all attrib/txtr
- requesters.
-
- 39. User defined Texture/brush labels added for clarifying
- texture list.
-
- 40. "Dup" Added to attrib req for copying textures/brushes.
-
- 41. "Drop" Added to attrib req for dropping textures/brushes
- quickly.
-
- 42. "Disable/Enable" button added for turning textures on/off.
-
- 43. Interactive point-and-click support added to text in
- texture list.
-
- 44. Real time previewing of renders as they happen in 256 col
- displays.
-
- 45. Support for unfinished FLC's added.
-
- 47. Defaul object attributes added to preferences.
-
- 48. Shaded View Edge drawing control added to Prefs (PC only).
-
- 49. Replaced "Reflection Mapping" with "Environment Mapping."
-
- 50. Added preferences option for startup editor.
-
- 51. Added preferences option to set number of points in CSG
- sphere.
-
- ------------------------------------
-
- There is also a manual.txt file that explains all of these new
- features, as well as the features from 3.1 and 3.2. That will be the
- next thing I send out, as a separate letter. I figure that Impulse
- won't mind me posting this info, as it is essentially free
- advertising, but I also figured I should send it as a separate message
- since it is fairly long. So, if you don't want to read the in-depth
- documentation on the new features, please delete the next message you
- get from dalamar@mit.edu.
-
- --Craig
- dalamar@athena.mit.edu
-
- P.S. Please let me know if you feel it was inappropriate for me to post
- this information here. I just figured all the Imagine nuts out there
- would want to know ASAP, and that Impulse wouldn't have a problem with
- it.
-
-
- Date: Friday, 07 July 1995 19:32:58
- Subject: 3.3 Manual.txt
- From: --Craig <dalamar@MIT.EDU>
-
-
- ----------------------------------------------------------------------------
-
- *New in Version 3.3*
-
-
-
- 21. Smooth fracture.
-
-
-
- Smooth fracture works very similar to Smooth Edge Line as it is
-
- explained above only this function does the smoothing at the same time
-
- it fractures up a line of edges. Try this function by picking a string
-
- of edges, on a 10x10 primative plane, that form a "V" shape. This
-
- function should fracture the edges and turn the original "V" shape into
-
- more of a "U" shape.
-
-
-
- 22. Variable Brightness.
-
-
-
- Imagine's Brightness attribute has been expanded. It used to be
-
- only used as bright or not bright. Now the brightness of an object can be
-
- set to something more like halfway bright. This can be used to morph
-
- objects to bright and not bright, bring up the color of distant ground
-
- objects, or to simulate the ambient lighting of an object that is rendered
-
- with only a single light source, etc.
-
-
-
- 23. Randomize Colors.
-
-
-
- Randomize Face colors has been moved from the attributes requester
-
- to the Functions Menu. It still works the same. Rand Colors has always
-
- been a one pass, function oriented operation. Moving it to the functions
-
- menu puts it in a more appropriate place.
-
-
-
- 24. Mix/Morph control for intensity on ALL textures and brushes.
-
-
-
- Historically, any intensity control for textures has been up
-
- to each individual texture to control. Now in Version 3.3 this option has
-
- been taken over by Imagine. This greatly expands the usefullness of the
-
- textures that didn't offer intensity control and now also allows blending
-
- of brushmaps onto objects. To see how this works, Randomize the face colors
-
- of an object, and then apply a texture, like Checks, with it's Mix/Morph
-
- Value set to .5. You will see the Texture is blended onto the object at
-
- 50% of it's original intensity. Remeber that textures and brushes are
-
- applied one at a time, in the order that they are on the object. So to
-
- get a 1/3, 1/3, 1/3 blend, you need to apply the first brush at Mix=1.0,
-
- the second at Mix=.5, and the third at Mix=.333.
-
-
-
- 25-32. Specular Mapping, Hardness Mapping, Shininess Mapping,
-
- Brightness Mapping, Fog Length Mapping, Index Of Refraction Mapping, Ambient
-
- Light Mapping, Roughness Mapping.
-
-
-
- These 8 new brush mapping type have been added to the attributes
-
- that are controllable with Imagine's texturing controls. With these
-
- new brush types the variablilty of "looks" for object surfaces in nearly
-
- unlimited.
-
- Specular mapping changes the colors of the specular spot
-
- depending upon where the specular spot is relative to the brush.
-
- Hardness mapping changes the size and shape of the specular spot
-
- depending upon where the specular spot is relative to the brush.
-
- Shininess mapping changes the object's Shininess attribute
-
- depending upon the brush is applied to the object. To easily see the
-
- results of a Shininess brush, Set the objects filter value to full red,
-
- it's index of refraction to 3.55 and apply a brush as a Shininess Map.
-
- You will see that where the brush is affecting the object, the object will
-
- have a reddish, waxy appearance. Remember that Shininess always uses the
-
- object's filter and Index of Refraction values.
-
- Brightness mapping changes the object's Brightness attribute
-
- based upon how the brush is applied to the object. This map type used
-
- the Red component in the brush map to set the objects brightness. Using
-
- A brightness map will make areas on the object appear to glow.
-
- Fog Length mapping allows you to control the Fog Length of a fog
-
- object with a brush map. You have to set a high and low fog value and
-
- the brush controls where these values are tweened onto the object. To
-
- use this map type, you MUST have the object's base attributes set with a
-
- fog value.
-
- Index of refraction mapping allows you to control the index of
-
- refraction on a transparent object with a brush map. This can give an
-
- efferadiosity images have. Note:
-
- Ambient maps are additive - multiple maps will add up rather than
-
- cancel each other out.
-
- Roughness mapping was added just because we could. Roughness,
-
- if used, should be used very sparingly if not avoided altogether. The
-
- effect that roughness has can be simulated with textures, like bump
-
- noise, and where as roughness will not animate properly, the texture
-
- bumping will.
-
-
-
- 33. Previous/Next buttons in the texture and brush requesters.
-
-
-
- These buttons were added to speed up the editing and viewing of
-
- texture and brush data. They will be un-ghosted if available for use.
-
- These are here to save the older steps of highlighting a texture, clicking
-
- info, clicking ok, highlighting the next texture, clicking info, etc.
-
-
-
- 34. Browse buttons in the texture and brush requesters.
-
-
-
- Browse buttons have been added to the texture and brush requesters
-
- to aid in renaming textures (or resetting the correct path), finding
-
- Lock states and finding subgroups.
-
-
-
- 35. 256 Color real-time texture/brush/attributes preview.
-
-
-
- The texture, brush, and attributes requesters now all have
-
- 256 color previews of the object's attributes. The preview in the
-
- attributes requester will show all the textures and brushes currently
-
- applied, but in the texture or brush requester you only see the texture
-
- or brush you are currently working with. The preview has several buttons
-
- around it so that you can change the preview object, add a backdrop, add
-
- something for reflective objects to see, and control the scaling of the
-
- object.
-
- The most confusing part of the preview is the directional controls
-
- along the bottom the the rendered image. Textures and brushes have their
-
- own alignment axes that is independant of the alignment of the object.
-
- The three buttons, front, top, and right, are used to view the texture or
-
- brush along it's own axes. The "obj" button lets you view the texture
-
- or brush aligned as it is applied to the object. With the "obj" button
-
- selected, the other three buttons control which angle you are looking
-
- at the object from. These buttons will start up aligned to the texture's
-
- top (X,Y) alignment because a large number of the texture have a default
-
- alignment that lets them be put on a ground. The default object alignment,
-
- however is from the front because objects are usually render from something
-
- near the front view.
-
- This preview is only available if you are running Imagine in
-
- an available 256 color display mode and have enough extra memory to
-
- allocate all the extra data required.
-
-
-
- 36. 256 color color pickers in texture requester.
-
-
-
- Many people have asked for sliders to use when picking colors in
-
- the texture requester. For several reasons, we didn't add these. What
-
- we did add is a new color picker. This is not a slider, but while you are
-
- working with a color, the area to the right of the color value displays all
-
- the current color options available by changing this particular value. You
-
- can click into this color bar to change the value of the current color
-
- parameter. As you pick or change colors, all the color boxes are updated
-
- to the available colors. We have found this to be a very good way to do
-
- color matching and a great way to find usually hard to find colors like
-
- flesh tones. Play with it, you'll get it.
-
-
-
- 37. View Brush in brush requester.
-
-
-
- View Brush has been added to the brush requester to display the
-
- currently selected brush. This way you don't have to go to "Show Pic" to
-
- see if you have the right brush.
-
-
-
- 38. QRender - QuickRender directly from all attrib/txtr requesters.
-
-
-
- Ok, so you're working on the textures, brushes, and attributes of
-
- your object. You've got a preview of all the texture and color data, but
-
- you don't know what it looks like on you object. No problem. Select
-
- "QRender" from any of these requesters and you can see how the current
-
- data looks on you object. All camera settings come from the current
-
- settings of the perspective window.
-
-
-
- 39. User defined Texture/brush labels.
-
-
-
- A new text field has been added to the texture and brush
-
- requesters. With textures (if the texture was built following all the
-
- rules) this field will show the internal name of the texture. With
-
- brushes it will contain the file name of the brush. This new text field
-
- is the label that is displayed in the texture/brush list on the attributes
-
- requester. This way you can re-name textures and brushes to give you a
-
- better idea of what each item is doing.
-
-
-
- 40-42. Dup, Drop, Disable/Enable in attribs requester
-
-
-
- These new buttons have been added to the attributes requester and
-
- are used to quickly modify the texture/brush list on the object.
-
- "Dup" is used to duplicate (or copy) any item in the texture/brush
-
- list. This is of particular use when you want to use the same brush
-
- repeatedly to control differnt object attributes but you want to brushes
-
- size/position/alignment to stay exactly the same.
-
- "Drop" allows you to quickly drop (or delete) items out of the
-
- object's texture/brush list without having to edit the texture or brush to
-
- get at the drop button.
-
- "Disable/Enable" allow you to quickly "turn off" a texture or brush
-
- in the object's texture/brush list without having to drop the item or set
-
- the item's Mix/Morph value to 0. A disabled item's text will be drawn in
-
- gray (the editor background color), but can still be edited. Enabling an
-
- item will turn it back on so that it will be rendered onto the object at
-
- render time. These Disabled/Enabled textures/brushes can be smoothly
-
- morphed.
-
-
-
- 43. Interactive texture/brush list.
-
-
-
- The texture/brush list displayed in the attributes requester now
-
- works directly with the mouse. Clicking on an item in the list will
-
- highlight it. Clicking on a highlighted item will pull up that item's
-
- data requester. Clicking on "<New>" will call up a load texture/brush
-
- requester. Highlighting an item and then selecting "<New>" will load the
-
- new texture/brush before the highlighted item. If nothing is highlighted
-
- and "<New>" is clicked, the new item will be added at the end of the list.
-
-
-
- 44. Real time previewing of renders on 256 col displays.
-
-
-
- QuickRenders and project renders can now be viewed as they happen.
-
- The render is displayed on the screen in grayscale because there is no
-
- palette information available until the render is done. This option is
-
- turned on in the preferences editor by setting the RTGS option to True.
-
- This preview is only available if you are running Imagine in an
-
- available 256 color display mode.
-
-
-
- 45. Support for unfinished FLC's
-
-
-
- Prior to Version 3.3, Imagine would not display improperly made
-
- FLC files that did not have the finished bit set. Imagine now plays them,
-
- but may also try to play corrupted FLC's that may not work properly.
-
-
-
- 47. Default object attributes.
-
-
-
- Imagine's object have historically always loaded in new as fully
-
- white, with 0 in all the other attributes. Now you can set the defaults
-
- for new object attributes by setting the attributes values in the
-
- preferences editor. The preferences items that affect object attributes
-
- are DCLR, DREF, DFIL, DSPC, DHRD, DRGH, DSHI, DBRI, DIOR, and DFOG.
-
-
-
- 48. Shaded View Edge drawing. (PC only)
-
-
-
- In Imagine's 256 color shaded perspective view, you can get a real
-
- good idea about object shape and contours, but sometimes the brightness of
-
- the edges of an object will drown out the shading on the faces. This
-
- option in the preferences editor (SPED) can be set to False to turn off
-
- the edges and help in clarifying the image in the perspective view. This
-
- was a very quick and simple change to make in the PC version - that is the
-
- only reason it was done. On the Amiga the change would be considerably
-
- more difficult so it was not.
-
-
-
- 49. Replaced "Reflection Mapping" with "Environment Mapping."
-
-
-
- This was just a matter of changing the text on the brush requester.
-
- The difference between "reflectivity" and "reflection" maps was confusing
-
- so "reflection" was changed to "environment." The environment map is what
-
- is seen by rays off a reflective object. The environment map's alignment
-
- is locked to the world coordinate system and therefore is not modified by
-
- editing it's axes.
-
-
-
- 50. startup editor.
-
-
-
- In Imagine's preferences editor, you can now select the editor you
-
- would like Imagine to start up in. For example you can start Imagine
-
- directly into the detail editor instead of first starting the project
-
- editor and then going to the detail editor. The preferences item that must
-
- be changed is STRT.
-
-
-
- 51. set number of points in scanline CSG sphere.
-
-
-
- Imagine's perfect (constructive Solid Geometry) sphere has always
-
- been very simple and quick to use in trace mode, but in scanline, the
-
- sphere is oftentimes too chunky to be used. This is because the perfect
-
- mathmatical sphere that can be used in trace mode has to be converted to
-
- faces for scanline mode. Now with this preferences option, you can set
-
- the number of points in the csg sphere. This number is actually the number
-
- of verticle slices in a primative sphere. The number of circle sections is
-
- set to twice this number. This value defaults to 8 points which is what
-
- Imagine has used historically. Setting it to anything less than 8 will
-
- result in Imagine using it's default of 8. A value of 24 gives real good
-
- spheres, but be warned, these spheres take up a lot more memory than the
-
- original 8 point CSG spheres do. The preferences item that must be set is
-
- SPHP.
-
-
-
- -end-
-
-
-
- Date: Friday, 07 July 1995 19:54:51
- Subject: Answer to parallel lights!
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi George!
- You wrote........Why do you want parallel lights in your scene?
-
- Well....George...
- For geginners, It simulates a distant light source, it doesnt distort your
- shadows, it's easier to use due to infinit size in one main direction. Also, I
- think that it doesnt matter where you place it, it only cares about rotation,
- and send it rays down "that" direction.
-
- Later
-
- Tom Renderbrandt
-
-
- Date: Friday, 07 July 1995 20:32:58
- Subject: Re:Scanline render bug!
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
- I use par with the pc(dualP) and with the Amiga(4040) and have not encountered
- this problem. I can only think of two possible sources of reason for "your"
- problem.(yepp, two PAR's with capture card, one at home tough!)
-
- 1. Working in a res. that doesnt add up
-
- 2. Special effect animation where the effect was supossed to be little
- different?
-
- Or there is a fault with your Imagine, witch is possible ya know?
-
- I render in pal overscan: 720X576
- The rendered animations seems smooth as a childs but! (both in scan and trace)
-
- By the way, the thing that happens when you reverse the animation in the Par
- software, is that field:1,2, 3,4, 5,6....... get to be.......5,6, 3,4, 1,2 so it
-
- doesnt reverse the field order at all, since they are a integral part of the
- frame!
-
- Hope this helps!
-
- Later
-
- Tom RenderBrandt
-
-
- Date: Friday, 07 July 1995 20:37:01
- Subject: Re:Field Render bug2
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- OKAY, I FORGOTT TO ANSWER, IF THE FLIP FIELD IN IMAGINE WORKS IN
- TRACE......................I DOOOOONT KNOW....but I would think so, but havent
- tried it yet, since it work the way it is, for me anyway.
-
- Later
-
- Tom RenderBrandt
-
-
- Date: Friday, 07 July 1995 21:06:36
- Subject: Re: Imagine FAQ?
- From: Ian Smith <iansmith@moose.erie.net>
-
-
- ----------------------------------------------------------------------------
-
- On Fri, 7 Jul 1995, Larry Hall wrote:
- > Is the Imagine FAQ written for the Amiga or PC version? If it's for
- > the Amiga version is there or is there going to be a PC version?
-
- Most tips should work in both versions, although some will be for
- just the Amiga, and some just for the PC.
-
- --
- IanSmith@moose.erie.net Visit Below! :-)
- My HP48/Imagine/ImageMaster Page --> http://moose.erie.net/~iansmith/
- Come and stop by Africa Imports! --> http://www.cyberenet.net/~africa/
-
-
-
- Date: Friday, 07 July 1995 23:02:02
- Subject: RE:MAKING MONEY!
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
-
- I know this is a long mail, but read it, it makes sence if you want to make
- money out of your hobby.
- By the way, I was "only" 22 when I got my first graphic artist full time job,
- using this method, and my second (quit my first) when I was 25 using the same
- aproach.
-
- Most of my work was indirect caused by Imagine, and now I a earn shitloads of
- it, well not quite, but a descent load of it anyway!
- Have about 25 paied animations under my belt if you count the things I done
- inhouse here at TV2. But a good software doesnt make good graphics, you do! So
- basicly you use Imagine to sell your abilities, so if you cant make god story's
-
- or are good at the intiall pre-prod. you probably wont earn a lot of money. So
- what you have to do is to take a good look around you and say "I CAN DO THIS
- BETTER THAN THEY CAN" and this doesnt mean great selfmade objects flying around
-
- casting shadows and blows up inn the end (wich I have to say looks cool, but
- you'll do this anyway, right?). And the ability to make good 2d graphics is not
- a must, but will help a lot. An advice to job seekers is, do not and I cant say
-
- this strongly enough, dont be a nerd when applying for a job, Do not write the
- usually stupid things in your letter such as: I have bla bla bla schools, have
- worked with 3d/2d for X-years on my slow home computer, and thats wy I cant show
-
- you anything, but I rather good, I think?.......THIS SUCKS. If you realy want to
-
- turn a potential employer off, please do the above! If not do something like
- this:
- Dont care if they dont have put a job offer out in the newspaper/mag or
- whatever, in most cases this is their last resort(I KNOW) Mostly they need lot
- of good people anytime, so dont hesitate to give them a call saying "I'm graphic
-
- artist working in the field of 2d/3d, so I wonder if there would be to much
- trouble for me to come down to see what you are doing, it seems that the things
-
- you do is quite interesting..bla bla bla (flater flater)" You may do your own
- version of it, but sometimes this aproach realy works. This way you becomes a
- "face" not a white letter or something they dont have to care about. A real
- person they are forced to take notice off.
- When you do come down to em', dont be over entusiastic, and even if you dont
- understand the stuff they talk about, act as if you do! (If you manage to get
- the hang of Imagine, you could learn anything realy fast) just wonder along, and
-
- act as you you understand everything. BUT BE CAREFULL, BALANCE YOUR
- UNDERSTANDING, YOU COULD END UP ANSWERING....eh! In most cases the the guy/girl
-
- that show you around the place, dont know a spline from a vector.(You will know
-
- this, belive me!)
- The next step, is to get under the skin of the "shower", maybe ask something
- like this:"I guess there is a good need for people with new blood and ideas,in a
-
- such a fast moving industry as this one?" this will force the guy/gal to
- answer(smart ey') If the answer you get is positive, dont say "I NEED A JOB!!!"
-
- Rather say:"It's looks like a good and creative place(if you want to work there,
- that is) to work, is the payment reasonable? (ask this in a casual tone)" This
- will probably get your "shower" to say something like this, if he/her is
- intersted: Do you have any thing to show me? In wich you reply: "Not with me,
- but I can pop down when I got the time, and show you something?. And bingo you
- are about to get some descent work! That is, if you have anything to show. If
- you dont have a showreel, make one! Or put your finest renderings on disk, and
- take that with you. But not to much though, dont waste their time!"IMPORTANT"
- Only show them the good stuff, and dont excuse the things you are not saticfied
-
- whit, that will only mean:"This guy doesnt have any pride of his work at all"
- If it's not good, dont show it.
- To be honest to you, I would say that a smart mouth will take you further than a
-
- nerd how make nice graphics. Most of the people I work with arent that
- good(promise), but the fact that they are in the "business" they will probably
- stay there for reasons I wont even try to understand.
- But if you are realy lousy, you wont get work, so keep up your work an develop
- your skills. There is no substitute for hard work! When I say lousy, I dont mean
-
- A little lousy, but making chrome spheres on checkers wont cut it, you know!
- And talent is a good thing to develop to. A good place to start, is buy "art"
- mag's, NOT only computer mags with a gallery, but real "art" mag's. Browse them
-
- and steal to you hearts content, use the ideas and rework them, to your own
- style. Plagiatism will be noticed......a bad thing, you wont like!
-
- Uargh, the letters from the keys begin to stick to my fingers, and my eyes are
- running, so I think I will quit while the game is good.
-
- Good Luck!!
-
- Later!
-
- Tom RenderBrandt
-
-
- Date: Friday, 07 July 1995 23:11:20
- Subject: Re: converting to pc
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- On Thu, 6 Jul 1995, Gareth Qually
-
- >>I am thinking of getting a 486DX2-66 with 8megs of ram and a half gig
- >>drive. Has any one else who has changed platforms had a problem
- >>converting. By this I mean using equivalent programs on the pc.
-
- >>I am getting Imagine for the pc, but what program is most like Deluxe
- >>Paint. The same with Opal Paint (I have looked at Photoshop and Fractal
- >>Design Painter, Which is better for animation design).
-
- As for DPaints animation, I think the Painter 3.0 has some animation
- features but nothing as wild as DPaint. Corel has an animation programme
- I think.
-
- >>Thanks...
-
- >>Chow...
-
- >>gareth.qually@tinder.iaccess.za
-
- Bye
- Rod Macey
- yrod@ozemail.com.au
-
-
- Date: Friday, 07 July 1995 23:21:09
- Subject: Re:RENDERBRANT
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Thanks Mike McCool!
-
- My tip, was meant as a developer tip, and I do agree on your tip for the more
- artistic aproach. Wich I use, ambient light is a must in some cases.
- Most times tough, using "my" tip as the inital steps, you could most likely put
-
- more light sources in your scene to "high light the shadows" by using tinted
- spot lights "wide" with the controlled fallof. This reminds me of another great
-
- tip I use.
- Have you ever tried to get 100's of small warning lights on to a space
- ship/plane whitout light up object like a nuclear christmas tree?
-
- By using controlled fallof, and point sourced lights(axis) You could scale the
- axis(shift-s) to restrict the ligh flow. This again means that you dont have to
-
- use shadow casting lights, and you can crank up your light values "r,g,b" realy
-
- high to get that Flash look within a restricted area. Place them close to the
- surface, this also means that you dont have to make an bright object to show
- where your warning lights are placed, at least most of the time.
-
- "I dont hate it when other people critic my tips, I just dont like it very
- much!"
- PS. Meant as a joke! I do enjoy it when people point out the thing's you take
- for granted!
- Thanks again Mike
- Later!
-
- Tom RenderBrandt
-
-
- Date: Friday, 07 July 1995 23:29:09
- Subject: An irrelevant questione'!
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi there again Mike!
-
- Just wonder what the heck does "Nordic blender & condescension" mean, have to
- know if it is an insult?
- If so Here's a kick inn your ball's....hhhmmrph ahhh!
- If it's not excuse my rude behaviour. And if it's a nice saying...hey thank you
-
- a lot Mike (blush, blush) But that doesnt mean that I'm gay, or anything!!
-
- Later!
-
- Tom RenderBrandt
- THE NORDIC SELFMADE FLAME DESIGNATED TARGET
-
-
-
-
- Date: Friday, 07 July 1995 23:34:45
- Subject: Re: Making Imagine Pay
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Hi all,
-
- The only project that I have used an Imagine render in was for a private
- dance party invitation. It was a old style stand-up lamp on a
- reflective wooden floor. I think the final res which was 830x1300.
- I'm trying to get the art director at work interested in using a few
- renders for our in-house advertising. All of the other artwork I produce
- has to include a sexy girl or something (cliche dance party stuff)
- unfortunately.
-
- I need some clients who are willing to try something new!
-
- Rod Macey
- yrod@ozemail.com.au
-
- "Sometimes the hard way is the only way!"
-
-
-
- Date: Friday, 07 July 1995 23:39:49
- Subject: Screwy stuff
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Well, the list server seems to have turned itself into an old washing
- machine, losing posts, sending things out in any kind of order.
-
- It's good to have it back. Thanks to anybody who may have got a post from
- me asking: "What happened?" Sorry.
-
- Rod Macey
- yrod@ozemail.com.au
-
- "Sometimes the hard way is the only way!"
-
-
-
-
- Date: Friday, 07 July 1995 23:47:10
- Subject: TO MIKE, and others!
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- This is a public, "I'm sorry" to Mike and everybody, feeling that I am
- condescensionous (dont know how to spell it), I dont meant to. honestly.
- And I looked up the "condescension" word (couldnt wait), and I agree. I will try
-
- to behave myself in the future, but sometimes I try to make you guys and galls
- laugh, it's that so horrible wrong of me? After all I see most of you people as
-
- sort of friends, at least we have something in common, Imagine.
-
- And the word: "Corroded apeshit" is a very funny word isn't it??Hmprhh Ha ha ha
- I do think so, but then again I am a bit screwy!
-
- Later!
-
- Tom RenderBrandt
-
-
- Date: Friday, 07 July 1995 23:51:59
- Subject: Re: New Program
- From: Ayalon Hermony <ila2024@zeus.datasrv.co.il>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Fri, 7 Jul 1995 SGiff68285@aol.com wrote:
-
- >
- > This program works with most 24 bit formats, and it only runs under Winders.
- > I am not a reseller nor do I have any affiliation with this company so if you
- > want the name and phone number,you'll have to E-Mail me. I posted the name
- > and number on C-Serve, and one of the Sysops took it off so I don't want to
- > offend any more people.This program has been of use to me and it is fairly
- > inexpensive.$50.00.
- >
-
- Sorry not to agree.
-
- We're in the Internet, not C-Serve, you can say YOUR opinion about a
- software and include its name.
-
- That's one of the reasons I read the list. I like to read what others
- wrote, about anything they use. Mainly their thoughts about it.
-
-
- >
- > Stephen G.
- >
-
-
-
- How do you come back from 3D ?
- Ayalon M. Hermony Internet: ila2024@datasrv.co.il
-
-
-
- Date: Saturday, 08 July 1995 00:33:13
- Subject: DOF?
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Howdy
-
- A while back a great dude wrote a excellent mail about how to use the dof
- feature. But a thing I didnt quite catch was how to extend the field where
- things will be in perfect focus. I have tried the things he said and get
- brilliant results, but every thing behind and in front of the camera Y lenght is
-
- more or less out of focus. Does anyone know how to do this?
-
- Later!
-
- Tom RenderBrandt
-
-
-
- Date: Saturday, 08 July 1995 02:40:11
- Subject: Aspect Ratio
- From: Paul Thompson <shinobi@gold.interlog.com>
-
-
- ----------------------------------------------------------------------------
-
- I need to create some rendered clips that are 128x128 pixels. Anyone
- know what aspect ratio/camera size I should use for this?
-
- Paul
-
-
-
- Date: Saturday, 08 July 1995 12:20:22
- Subject: Re:Essence for PC ships
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- George asks:
- >For those of us not on the Apex mailing list...Is there a phone # or
- >address we can use for placing our orders?
-
- Here's the usual disclaimer: "I don't work for Apex, but am just a
- satisfied customer," which is to say I'm not plugging the software.
-
- Apex's phone is 415-322-7532 10am-6pm PST Mon-Fri
- Apex's FAX 415-322-8349
- e-mail support@worley.com
- s-mail 405 El Camino Real, Suite 121, Menlo Park, CA 94025
-
- Unless you can get voice connection, which I had to try a couple of
- times, you'll probably want to just have Apex send you the newsletter,
- since the order options are a little complex.
-
- Greg Denby
-
-
- Date: Saturday, 08 July 1995 15:27:53
- Subject: Wish list.
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >>From 76004.1767@compuserve.com Fri Jul 7 13:12:41 1995
- >Date: 07 Jul 95 08:12:04 EDT
- >From: Mike Halvorson <76004.1767@compuserve.com>
- >To: Chris Hall <cdhall@cityscape.co.uk>
- >Subject: Wish list.
- >
- >Chris
- >
- >Is yours borken or what.
- >
- >Mike
- >
- >
- No it is not broken. It just won't work in imagine 3.0 !!
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 40 05 17 37 35 07 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Saturday, 08 July 1995 21:15:38
- Subject: New Amiga Logo
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Hi all
- ///
- Amiga has a new logo. ///
- Has this been mentioned already? \\\ ///
- It looks a lot better than: \\\///
- \\//
- The new one looks something like:
- _____
- |_____|
- _________
- |_________|
- _____________
- |_____________|
- _________________
- |_________________|
-
- A capital "A" made out of tetris bricks.
-
- Rod Macey
- yrod@ozemail.com.au
-
- "Sometimes the hard way is the only way"
-
-
-
-
-
- Date: Saturday, 08 July 1995 23:27:00
- Subject: Imagine vs Hercules Stingray video card
- From: billd@ne.com.au (Bill Dimech)
-
-
- ----------------------------------------------------------------------------
-
- G'day,
-
- Finally, Finally, Finally... I have just put together enough pennies to buy
- myself a pentium 90. And does Imagine Love It!!!!.
-
- I haven't done any time trials but its nice to do a 320 scanline quickrender
- within a few seconds. However, I have come accross one particular annoying
- problem:
-
- I have a Hercules Stingray PCI video card. Several of my mates have the same
- card. (I got one to check that Imagine worked with it before bying the card
- and he said yes). Anyway, he was sort of right. Imagine detects the Built in
- vesa driver and comes up in all of the display modes etc. However, when I
- display a picture from within Imagine it's colour is 'out of phase'... All
- of the coulours are totally wild. Things that should be red are green..
- white is yellow, green is red etc.
-
- The pictures are OKif wiewed through all external viewers and paint packages.
-
- I know the problem is most likely in the way the Imagine talks to the video
- (it's allways been a bit particular).
-
- Can anyone please provide a possible solution... Other than buying another
- card (this Pentium 90 purchase really blew the budget.)
-
- By the way the Stingray comes with a hardware/ software driver that performs
- Direct Video Playback for windows AVI's. It uses hardware to scale and
- smooth avi's. Its real nice and real fast. This is one of the reasons I got
- this card. Also it's very fast but not that expensive.
-
- Hope someone can help...
- Regards
- BillD
-
-
-
-
- Date: Saturday, 08 July 1995 23:41:08
- Subject: HTML Version of FAQ 7 Online!
- From: Ian Smith <iansmith@moose.erie.net>
-
-
- ----------------------------------------------------------------------------
-
- I grabbed the FAQ #7 off of the list when it was posted earlier
- today and converted it to HTML. It is currenly on my home page,
- so go take a look and tell me what you think!
-
- If anyone has some of their posts in the FAQ, check them out
- to make sure I didn't make a (gasp) mistake anywhere. :-)
-
- ( Counting the days until 3.3 arrives... )
-
- --
- IanSmith@moose.erie.net Visit Below!
- My HP48/Imagine/ImageMaster Page --> http://moose.erie.net/~iansmith/
- Come and stop by Africa Imports! --> http://www.cyberenet.net/~africa/
-
-
-
- Date: Sunday, 09 July 1995 01:17:06
- Subject: Anim newbie probs
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: yrod@ozemail.com.au
- >
- > The first 20 frames seem fine, but towards the end the scene seems to
- > "shrink" down to a small box area in the middle of the frame with the
- > sky colour showing around this small box area.
-
- First thing that comes to mind is unwanted camera motion. It seems as if
- your camera is moving in the -Y direction. Go to the Action editor and
- make sure that the camera's Position bar consists of a single square, at
- frame 1.
-
-
-
- Date: Sunday, 09 July 1995 01:22:33
- Subject: Re: Imagine 3.3
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- On Fri, 7 Jul 1995, --Craig wrote:
-
- > P.S. Please let me know if you feel it was inappropriate for me to post
- > this information here. I just figured all the Imagine nuts out there
- > would want to know ASAP, and that Impulse wouldn't have a problem with
- > it.
-
- I would've checked with Mike Halvorson, m'self.
-
-
-
- Date: Sunday, 09 July 1995 02:13:39
- Subject: New Program
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: SGiff68285@aol.com
- >
- > I have come across a software package that converts images from 16 mil.
- > color to 256 color or less. How does this relate to Imagine? #1. I use
- > it to convert textures to 256 so they don't take up as much room. #2.
- > Instead of having to use 24 bit for backdrop images I can create a fairly
- > hi-res 256 image instead.
-
- Ummm, I assume you meant "so they don't take up as much room" _on disk_?
- Because you _do_ know that Imagine converts every single brushmap, even
- simple 1-bitmap ones, to 24-bit depth when loaded in memory, right?
-
- So I must assume that you're really tight on disk, not memory, space; if
- not, why would you deface a 24-bit backdrop, even if expertly dithered?
-
-
- Date: Sunday, 09 July 1995 02:26:27
- Subject: States???
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: yrod@ozemail.com.au
- >
- > I have a logo with the crumpled texture, and I just want to
- > animate the differences between two noise settings.
- > What I try to do is set-up the texture, the create a default state, the
- > change the texture and make a new state. After I do this I tell Imagine
- > to set my object back to default then I check the texture settings, they
- > should be as I set them for default, but they have changed to the new
- > states settings.
- > I have tried to do this in different orders but the settings still remain
- > the same in both states.
-
- 1) Which version of Imagine do you use? Early implementations of States
- did not memorize texture parameters or brushes correctly.
-
- 2) Never use the DEFAULT state in an animation. Make a duplicate state,
- call it something like START, and use _that_ instead.
-
-
-
- Date: Sunday, 09 July 1995 05:58:37
- Subject: Re: REALISTIC MATERIALS!
- From: cjo@esrange.ssc.se
-
-
- ----------------------------------------------------------------------------
-
- >>turning the light source that is placed at either side into a paralell on=
- e
- >>(not spot) only cross the paralell rays button and make a shadow casting
- >>source.
-
- >I've generally used the main/fill light approach as a starting point, but
- >look forward to trying your basic lighting setup. I'm curious, why do you
- >prefer parallel ray lights in your setup?
-
- A parallell lightscource above and a little to the side of your scene will
- emulate sunlight.
- The sun is so far away that it's rays seem almost parallell. That makes any
- shadows cast by objects appear just as large as the object itself.
- A lightbulb however is usually rather close to the object that it
- illuminates, which makes shadows appear _larger_ than the object. And the
- further away the shadow is cast the larger it will be.
-
- All from the experience of a space tech engineer. ;-)
-
- *---------------------------------------------------------------*
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@smtpgw.esrange.ssc.se |
- *---------------------------------------------------------------*
-
-
- Date: Sunday, 09 July 1995 06:07:17
- Subject: Essence
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I was wondering if someone could post the textures that are included in the
- Essence 1&2 collection. I just recieved the newsletter from Apex yesterday.
- It does not list what the textures are. Specifically I am wondering if
- there is a decent water texture like POV creates or Bryce. I am trying to do
- a rippling lake, and I havent been able to create the random swells with any
- great realism. Any info or help would be greatly appreciated.
-
- Stephen
-
-
- Date: Sunday, 09 July 1995 06:29:43
- Subject: Re: Aspect Ratio
- From: cjo@esrange.ssc.se
-
-
- ----------------------------------------------------------------------------
-
- >I need to create some rendered clips that are 128x128 pixels. Anyone
- >know what aspect ratio/camera size I should use for this?
-
- That depends entirely on where you are going to view the clips (in print?)
- If you _are_ going to print them I would suggest a pixel aspect ratio of 1:=
- 1
-
- The camera size will "only" affect your field-of-view.
- Larger X than Y values will produce a "from far away" look.
- Larger Y than X values will emulate a "fish-eye" lens.
-
- *---------------------------------------------------------------*
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@smtpgw.esrange.ssc.se |
- *---------------------------------------------------------------*
-
-
- Date: Sunday, 09 July 1995 12:39:09
- Subject: Re: Essence
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- Stephen asks:
- > I was wondering if someone could post the textures that are included
- > in the Essence 1&2 collection....
-
- well, geez, there's only about 80-90 of 'em, maybe Apex will list them
- in the "big" newsletter which accompanies the release of Understanding
- Imagine 3 and other hinted goodies.
-
- However, Stephen asks about water textures available. Available in
- vol.2 are Caustics, Raindrops, Randomripple (really good for simulating
- the many wave sources on a body of water), Seawaves (similar to Imagine's
- waves), Waterdrop, & Waterdropref.
-
- For those who have not used the Essence textures, let me say that they
- are of very high quality. IMHO, their release prompted Impulse to
- beef up the bundled textures. One of the plusses of the Essence textures
- is the way (to my layman's eye) the texture cells are smoothed at the
- edges. That is, as each bundle of noise reaches its end, some "dithering"
- is done to obscure the beginning of the next.
-
- bye,
- Greg Denby
-
-
- Date: Sunday, 09 July 1995 15:12:15
- Subject: SITES-GFX
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Okay some kool sites.
-
- http://www.3dartist.com
- http://www.tgax.com/3dartist.htm
-
- http://www.websharx.com:80/~kinda/mainmenu.html -this is Steven Blackmon's
- http://www.websharx.com/ - I think this is sharky's
- http://www.websharx.com:80/ -Or this?
-
- Later!
-
- Tom RenderBrandt
-
-
- Date: Sunday, 09 July 1995 18:21:42
- Subject: Wishlist Compilation.
- From: Douglas Smith <doug@defocus.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Hello !
-
- I've gone through the last 850ish messages to the IML
- and these are all the things that have been asked for.
-
- some of these line entries might be a bit cryptic, but
- if you're confused, just drop me an Email, and I'll
- try to explain what was originally asked for.
-
- Of course, I have absolutely nothing to do with Impulse,
- so this is most certainly not a feature list for
- forthcoming versions of Imagine, It's only a list of things
- that have been wanted by some of the people on the IML.
- We also have to remember that we are only a small fraction
- of all the users, and that for any package to grow, it must
- be driven by a philosophy, and not just by requests from
- users.
-
- What I'd like to happen is for these features to be
- discussed, it might be a good idea to use the one-liner
- as a title for your posting, so things stay together.
-
- If there are any work arounds for things on this list,
- post them !
-
- If any of these features are already in Imagine, drop
- me an Email saying which version they were included in.
-
- After this has been kicked around for a while, I'll put
- together a voting form.
-
- My current idea is that we should each pick the five
- things that we would most like to see included.
-
- In addition, it would be a good idea to mark the ones
- we think are a good suggestions.
-
- Anyway, That's for later, for now get discussing the
- items on the list !
-
- If you want me to add something to the list, just
- start discussing it on IML , and I'll email you
- when I've added it.
-
- BTW I recieved a couple of messages of encouragement
- from Mike Halvorson, so I'm sure that any ideas that
- we put forward will at least get looked at.
-
-
- Modelling Tools
-
- Improved bitmap tracing.
- Unpick any picked point/edge/face
- swap picked and unpicked points/edges/faces
- snap axis to point
- Improved deformation tools
- Ghost (similar to hide points)
- Reverse Path direction
- Splines in all editors.
- Join creating subgroups
- 3d Splines
- Hide points by subgroup
- Blobs
- Metaballs
- EPS support.
- Organic Modelling
-
-
- Textures/Effects
-
- Electrical spark.
- Explosion effect
- Fog within Fog
- Hair Texture
- Improved glass texture.
- Improved starfield.
- Craters texture
- Motion Blur
- Scanline shadows
- Soft shadows.
- repeated tiling in wrap mapping
- More brush mapping options
- Allow particles to have all attributes
- Edge effects
- Noisy haze/fog
- Bright textures
-
-
- Project Tools
-
- Texture search path
- To infinity in action editor
- Beep/play sample at end of frame/series
- stretchable bars in action editor
-
-
- Interface
-
- Attrubutes in stage editor
- Arexx Macros
- some other type of macro
- Tab to move between string gadgets.
- Proper colour in colour box
- Rotate by dragging axes
- Don't reload objects in every frame
- frames per second
- backdrops in forms editor.
- Zoom Box
- Shading/hidden line in newmode
- Support for Amiga screenmode requester.
- Variable pixel aspect ratio in editors.
- Ghost out non selectable menu items.
- save group option in pick objects mode
- Arrows on paths.
- Variable brightness
- Refraction mapping
- Preset lens types (35mm, telephoto)
- 3D painting.
- delete object from disk
- ASL requesters
- Combine forms and spline editor
-
-
- General
-
- harmonise pc and amiga textures & disk docs
- More output formats.
- Standalone renderer.
- Univesa mentioned in documentation
- Datatypes support/more image formats
- Processor specific versions (040/pent)
- Better disk labels
- Windows, OS/2 Intuition support
- Programmer's pack for shareware programmers
- option to only load the editor in use.
- More CSG shapes (cone, cylinders, quadrics)
- Better error messages
- Support for external viewers.
- Face reduction
- Collision detection
- Multiple cameras
-
-
- Bugfixes
-
- Fix creation date bug.
- fix tiled map problem
- Left hand alt key.
- --
-
- Doug@defocus.demon.co.uk
- Amiga 4000/40 10M 214, 540 HD Not better, just different.
- When choosing between two evils, I always like to try the
- one I've never tried before. -- Mae West
-
-
- Date: Sunday, 09 July 1995 20:37:55
- Subject: Re: New Amiga Logo
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- On Jul 8, 1994 James "Alex" Brooks wrote:
-
- >> _____
- >> |_____|
- >> _________
- >> |_________|
- >> _____________
- >> |_____________|
- >> _________________
- >> |_________________|
- >>
- >> A capital "A" made out of tetris bricks.
-
- >Wondering where did u find out this info?
-
- >Alex
-
-
- Hi Alex,
- This info was in Australian Commodore & Amiga Review.
- They had a lightwave render on the fron cover of the new logo,
- with a summary of a press conference that ESCOM held in Frankfurt on
- May 30. There were a couple of renders accompanying the article of
- the new A4000T, a tower that may or may not contain a Cyberstorm '060
- as well as a Scala Multimedia 300 in every Amiga. The A4000T was
- apparently designed by one of Scala's designers, Bjorn Rybakken, and looks
- very "Kool" (this is the correct word for this mailing list isn't it?).
- A trapdoor on the front hides all the drive bays. Apparently there will
- be a new A1300, A1200 equipped with an '030 accelerator.
- There is more, though you all would be hearing more from your own sources
- "real soon". "Real soon" is when all the new machines should be shipping
- according to ESCOM.
-
- Bye
- Rod Macey
- yrod@ozemail.com.au
-
- "Sometimes the hard way is the only way"
-
-
-
-
-
- Date: Sunday, 09 July 1995 22:08:14
- Subject: Re: Wishlist Compilation.
- From: cjo@esrange.ssc.se
-
-
- ----------------------------------------------------------------------------
-
- Hiya Doug!
-
- >I've gone through the last 850ish messages to the IML and these are all
- >the things that have been asked for.
-
- [snip]
-
- Whew! That was quite a list! (Great post, BTW!!)
-
- But I think you forgot one of the more important wishes;
- *when rendering a series of frames, only load objects the first time they
- are used, *not* *every* frame!!!
-
- *---------------------------------------------------------------*
- | Conny Joensson | Swedish Space Corp. Esrange |
- | Kiruna | Satellite operations - Telecom Div. |
- | Sweden | cjo@smtpgw.esrange.ssc.se |
- *---------------------------------------------------------------*
-
-
- Date: Sunday, 09 July 1995 22:22:28
- Subject: One last wish
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
-
- Okay, I guess I'm probably one of the few people on the list who hasn't
- suggested a feature for 4.0 yet(I'm also probably one of the few people
- on the list that's still using 2.0 :), due mostly to the fact that it
- seems just about everything has been covered. Since I am still using
- 2.0, I don't know how easy it is to position the camera in later versions
- of Imagine but I do know it can be a pain in 2.0. There's a shareware
- modelling program for Povray called Pov Scene Builder which allows you to
- move the camera around interactively while a wire-frame view is updated
- in real time. It's just a nice feature that makes it a lot easier to
- position the camera and I would really like to see it in Imagine4.0 once
- I finally upgrade.
-
-
- ~Rick Heidebrecht~
-
-
-
-
-
- Date: Sunday, 09 July 1995 22:57:15
- Subject: BLOBS
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- Blobs are utilized in POV-ray as follows:
- a blob consists of a theoretically unlimited number of components. Each compone
- nt
- contains a point (the center), a strength (maximum at center, falling off to
- zero at) radius. A threshold value is defined for the entire object, and any
- point at which the total of all strengths is equal to threshold is defined to
- be on the surface of the object. Two components whose radii physically overlap
-
- one another will define a barbell-shaped object, since the volume between them
- sums both strengths (tapering off to zero at radius). Centers close together
- produce shapes which more closely approach spheres, centers farther apart have
- connections between them like stretching silly putty.
- Another facet of blobs is when a strength is negative, under which condition
- that component's strength (again, tapering, this time up, to zero) is subtracted
-
- from the total, allowing dimples to be pressed or cut from the whole object.
- The overall effect is somewhat like CSG with spheres, but working with silly
- putty instead of cookie cutters (OK, so the metaphor makes little sense, but
- taken as a whole, this should help you understand blobs)
- JN
-
-
- Date: Sunday, 09 July 1995 23:55:28
- Subject: Wishlist compilation explained.
- From: Douglas Smith <doug@defocus.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Hello !
-
- I just got my previous post back and read through it.
-
- I decided that the one-liners were too cryptic after all, so I've expanded
- them. This has turned it into a rather long posting, so remember not to
- quote it all if you're only replying to one little bit.
-
- I think it's a bit more readable, and may encourage more debate now people
- know what they are looking at.
-
- I'll remind anyone, I am not associated in any way with Impulse.
-
- This is not a feature list for future versions of Imagine.
-
- It's only a list for discussion.
-
- If you want to start a discussion on one of the items, try to start a new
- thread with the "Title" of that item. That way, things won't get too confusing.
-
- Cheers,
-
- Doug.
-
-
- Modelling Tools
- ===============
-
-
- Improved bitmap tracing.
-
- A better "Load IFF" routine. Some brushes, even 2 color ones,
- simply generete a strange jungle of edges. (even under 3.0)
-
-
-
- Unpick any picked point/edge/face
-
- The ability to deselect one point. I've lost count of the number of times
- I have been clicking around and got one point that I didn't want.
- How about a CTRL click to deselect a single point, that would be nice.
-
- How about another menu item called Toggle to go
- with Click, Drag Box and Lasso. Select Toggle, then no matter what pick
- method you use all picked points become unpicked and vice-versa. This could
- be applied to faces and edges as well.
-
-
-
- swap picked and unpicked points/edges/faces
-
- Would select all unselected points, and deselect any selected points.
-
-
-
- snap axis to point
-
- Enough said ?
-
-
-
- Improved deformation tools
-
- Enough said ? Improve it how ?
-
-
-
- Ghost (similar to hide points)
-
- Works similar to hide points, but doesn't hide them, just stops the
- point from getting it's yellow blob, and makes it impossible to
- select that point.
-
-
-
- Reverse Path direction
-
- Some way, any way of making the path reverse it's direction.
-
-
-
- Splines in all editors.
-
- enough said ? What would you use them for ?
-
-
-
- Join creating subgroups
-
- Join Command: The "Join" command could be enhanced so
- that the secondary objects being joined would be
- incorporated as subgroups of the primary object. The
- names of the secondary objects would become the names of
- the subgroups.
-
-
-
- 3d Splines
-
- A future version of the Spline
- editor capable of editing 3D spline objects.
- Possibly "Thick splines" as a CSG primitive
-
-
-
- Hide points by subgroup
-
- Enough said ?
-
-
-
- Blobs
-
- I don't know what a blob is, anyone care to explain.
-
-
-
- Metaballs
-
- Some modelling method which involves placing points that
- have a surface round them, these surfaces blend together.
- (That's what I think it means)
-
-
-
- EPS support.
-
- Allow Imagine to directly import 2D EPS, as this is the
- de-facto standard for clipart (ie logos)
-
-
-
- Organic Modelling
-
- From D Andrea, care to elaborate ?
-
-
-
-
- Textures/Effects
- ================
-
- Electrical spark.
-
- Some extra effects like an eletrical discharge,
- Good animatable lightning ?
-
-
-
- Explosion effect
-
- Explosion effect which seems to be a explosion. Not just spread
- faces away.
- (The explosion effect on Alias is very nice, it creates exploding
- fog about the centre of the explosion, waaaaay kewl)
-
-
-
- Fog within Fog
-
- Putting a fog object inside another is far too much hard work,
- try intersecting two searchlights, this needs to be made easier
-
-
- Hair Texture
-
- Enough said ? Do we want it animatable, moving hair, wind ?
-
-
-
- Improved glass texture.
-
- I though there was a good PD one, any comments ?
-
-
-
- Improved starfield.
-
- Better control over density, nebulas, galaxys etc.
-
-
-
- Craters texture
-
- Enough said ?
-
-
-
- Motion Blur
-
- Enough said ?
-
-
-
- Scanline shadows
-
- Enough Said ?
-
-
-
- Soft shadows.
-
- For all objects in a scene, or just for chosen objects or lights ?
-
-
- repeated tiling in wrap mapping
-
- It would be nice to tile a wrapped map, i.e 2 copies of that
- Coke map.
-
-
-
- More brush mapping options
-
- Care to elaborate mr Renderbrant ?
-
-
-
- Allow particles to have all attributes
-
- Like phong, bright etc.
-
-
-
- Edge effects
-
- Edge glows, highlights, bright etc.
-
-
-
- Noisy haze/fog
-
- Patchy animatable swirly fog that looks right at a range of
- distances.
-
-
-
- Bright textures
-
- Ability to make textures bright, without having to paste them onto
- objects (this is in 3.3 isn't it ?)
-
-
-
-
- Project Tools
- =============
-
- Texture search path
-
- You know when you pass on a project to someone else, all the
- embedded filenames within the project are messed up.
- It would be nice to have some kind of search path, i.e
- ie, if Imagine can't find a texture, it will look in
- another directory for it. This would be a preferences feature.
-
-
-
- To infinity in action editor
-
- When you want to extend that 50 frame animation to a 100 frame one
- you have to go through all the bars in the action editor, making
- them all 100 frames long.
- It would be useful to be able to set some bars to continue to the
- end of the animation.
-
-
-
- Beep/play sample at end of frame/series
-
- Make a noise when the frame has finished renering.
- Make a different noise when the animation/series of frames has finished
-
-
-
- stretchable bars in action editor
-
- Allow the use of the mouse to stretch out the action bars
- much more intuitive.
-
-
-
- Interface
- =========
-
- Attributes in stage editor
-
- An attributes editor into the stage editor can be great.;)
-
-
-
- Arexx Macros
-
- Arexx is a macro programming language, popular on the Amiga,
- it is also available on OS/2 and a few other operating systems
- (Aix, PC dos 7 etc)
-
-
-
- some other type of macro
-
- some other kind of inflexible, non standard macro language for all
- us Amiga users to learn, but it would work under Windows.
- (probably not as good as Rexx anyway)
-
-
-
- Tab to move between string gadgets.
-
- Allow the tab key to advance the cursor to the next entry in
- a requester, and shift tab to go back to the previous field.
-
-
-
- Proper colour in colour box
-
- Get rid of the dithered colours in the colour box.
-
-
-
- Rotate by dragging axes
-
- Allow object rotation about local axes by dragging the axes arrows
- on the objects local axis. Rotation about the global axis by dragging
- the global axes in the editor window.
-
-
-
- Don't reload objects in every frame
-
- When rendering, don't reload all the objects for each frame, most
- of them never move. This would speed up previewing Animations.
-
-
-
- frames per second
-
- Speed Control: A "Frames Per Second" indicator on the
- speed control for "Animate" in the Stage Editor would
- make it clearer the frame rate at which the animation
- was currently playing.
-
-
-
- backdrops in forms editor.
-
- enough said ?
-
-
-
- Zoom Box
-
- Allow the user to drag a box around the section of the screen that
- they want zoomed up. Possibly preferences option to preserve the
- aspect ration ?
-
-
-
- Shading/hidden line in newmode
-
- enough said ?
-
-
-
- Support for Amiga screenmode requester.
-
- Option to change Amiga screen modes while running Imagine.
- get pixel aspect ratios for the render prejects from the
- screenmode database as well
-
-
-
- Variable pixel aspect ratio in editors.
-
- I use my Amiga with a multisync, the picture is not full width
- on the monitor. As a result, my pixels are not the same shape as
- any other Amiga's pixels. It would be nice to be able to change
- the aspect ratio that Imagine assumes, so my spheres are round in
- the editor.
- It would also be useful for when you want to render in a letterbox
- format, you could set things up in the detail editor, so you knew
- what was on screen and what was not.
- (at very least, a switch for 1:1 or standard Amiga)
-
-
-
- Ghost out non selectable menu items.
-
- One of the things that frustrated me when I was learning Imagine
- was that I could not save my object in pick points mode, it just
- didn't work, there was no indication that it didn't work. The menu
- selections that you cannot make should be ghosted out or removed
- when you cannot make them.
-
-
-
- save group option in pick objects mode
-
- When you select save in pick objects mode, pop up a requester
- with 2 buttons saying "save object" "save group"
-
-
-
- Arrows on paths.
-
- How about a little arrowhead on the path to show which direction
- that path is going ?
-
-
-
- Variable brightness
-
- I believe this is in 3.3 ?
-
-
-
- Refraction mapping
-
-
-
- Preset lens types (35mm, telephoto)
-
- Is this useful, would a few presets in the manual suffice ?
-
-
-
- 3D painting.
-
- Like that Raydream Designer thing, anyone care to elaborate ?
-
-
-
- delete object from disk
-
- Delete with extreme prejudice.
-
-
-
- ASL requesters
-
- (Amiga Standard Library) and,
- File Requesters: I think that in Imagine's file
- requesters, the names of sub-directories should be at
- the top of the list, so that the user does not have to
- keep scrolling down in order to open a succession of
- sub-directories.
-
-
-
- Combine forms and spline editor
-
- Why ? I don't understand this, do you want spline interpolation
- in the forms editor ?
-
-
- General
- =======
-
- harmonise pc and amiga textures & disk docs
-
- (new suggestion from doug@defocus.demon.co.uk)
- Recent versions of Imagine have had differences in the supplied
- textures and on disk documentation, lets get eveything back to
- the same standard. eg purphaze and caustics, effects doc.
- TIFF,Targa on Amiga etc.
-
-
-
- More output formats.
-
- Which ones ? stills or animations ?
-
-
-
- Standalone renderer.
-
- Have a standalone render engine available seperately.
- this would reduce the overhead on the rendering machine, and reduce
- the cost of setting up a render farm.
-
-
-
- Univesa mentioned in documentation
-
- Mention the correct mouse and vesa drivers, and where to get them
- from. Judging by the number of related queries, this is the most
- frequent problem that PC imagineers face.
-
-
-
- Datatypes support/more image formats
-
- Use datatypes for brushmap loading or just support more imagemap types
-
-
-
- Processor specific versions (040/pent)
-
- This was a hot topic a few weeks ago, build optimised versions
- for the major processors, it might not provide too much of a performance
- increase, but every little helps !
-
-
-
- Better disk labels
-
- Silver shipped with a really cool embossed reflective label,
- the pride of my disk box.
-
-
-
- Windows, OS/2, Intuition support
-
- Support the major operating systems. At least allow Imagine to run,
- but try to take advantage of each operating systems strengths.
- This is why we buy a certain computer after all.
-
-
-
- Programmer's pack for shareware programmers
-
- The $500 developer's pack is a nice idea and should lead to some
- interesting add-ons, but it's too expensive for the hobbyist.
- Release the object format, the texture format, and the effects
- format so shareware authors can continue to support Imagine.
-
-
-
- option to only load the editor in use.
-
- Save memory, only load the bits that you are currently using.
- Restoring the 2.0 preferences switch would be nice.
-
-
-
- More CSG shapes (cone, cylinders, quadrics)
-
- Enough said, Which shapes ?
-
-
-
- Better error messages
-
- Enough said ?
-
-
-
- Support for external viewers.
-
- Call a different viewer, possibly could be used to call a script after
- rendering a frame, like Real3D used to (last time I looked at it)
-
-
-
- Face reduction
-
- simply cut out any useless vertex, tolerances for out of plane points
-
-
-
- Collision detection
-
- enough said ?
-
-
-
- Multiple cameras
-
- enough said ?
-
-
-
-
- Bugfixes
- ========
-
- Fix creation date bug.
-
-
- Fix tiled map problem
-
-
- Left hand alt key.
- --
-
- Doug@defocus.demon.co.uk
- Amiga 4000/40 10M 214, 540 HD Not better, just different.
- When choosing between two evils, I always like to try the
- one I've never tried before. -- Mae West
-
-
- Date: Monday, 10 July 1995 00:03:02
- Subject: Re: One last wish
- From: Ian Smith <iansmith@moose.erie.net>
-
-
- ----------------------------------------------------------------------------
-
- On Sun, 9 Jul 1995, Richard Heidebrecht wrote:
- > of Imagine but I do know it can be a pain in 2.0. There's a shareware
- > modelling program for Povray called Pov Scene Builder which allows you to
- > move the camera around interactively while a wire-frame view is updated
- > in real time. It's just a nice feature that makes it a lot easier to
- > position the camera and I would really like to see it in Imagine4.0 once
- > I finally upgrade.
-
- That has already been added to 3.x of Imagine. You can move the camera
- and watch the 3D view change in real time, and even move objects and
- have them move in real time as well.
-
- --
- IanSmith@moose.erie.net Visit Below! :-)
- My HP48/Imagine/ImageMaster Page --> http://moose.erie.net/~iansmith/
- Come and stop by Africa Imports! --> http://www.cyberenet.net/~africa/
-
-
-
- Date: Monday, 10 July 1995 00:03:53
- Subject: Re: Wishlist Compilation.
- From: Douglas Smith <doug@defocus.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- cjo wrote in a Mail about "Re: Wishlist Compilation.":
- c :But I think you forgot one of the more important wishes;
- c :*when rendering a series of frames, only load objects the first time they
- c :are used, *not* *every* frame!!!
-
- Nope, it's there under "Interface"
-
- phew, I thought I'd missed one there for a minute.
-
- Cheers,
-
- Doug.
- --
-
- Doug@defocus.demon.co.uk
- Amiga 4000/40 10M 214, 540 HD Not better, just different.
- When choosing between two evils, I always like to try the
- one I've never tried before. -- Mae West
-
-
- Date: Monday, 10 July 1995 01:28:22
- Subject: Imagine 3.3
- From: --Craig <dalamar@MIT.EDU>
-
-
- ----------------------------------------------------------------------------
-
- Well, first I should apologize. I got a very polite letter from Mike
- H. telling me that it was probably not a good idea to post stuff that
- Impulse wrote verbatim. Apparently it gives their legal department
- seizures. Guess I should have asked...bad Craig <whack>.
-
- Anyway, I have to say that the texture preview is very nice. On my
- 486/66 I can get a preview of most textures inside of 5 or 10 seconds.
- And if you don't want to wait, you can usually tell if you have what
- you want by 2 or 3 seconds. About the only down side of it is that you
- have to run in 256 color mode, which slows down redraws depending on
- your video hardware. On my setup (Trident 9400CXi based), it is
- noticable but not too bad. It might get to be too much once I start
- staging with a lot of objects.
-
- One thing that is very cool is the Mix/Morph setting in the texture
- requestor. Basically, it makes every texture a variable intensity one.
- So now you can set up an object with two textures and two states. In
- state one, texture one is 0%, and texture 2 is 100%. Reverse this for
- state two, morph and voila! Cross-fading of textures. I haven't tried
- this yet, but I can't see what would keep it from working.
-
- Well, I'm off to play with 3.3 some more.
-
- --Craig
- dalamar@athena.mit.edu
-
-
- Date: Monday, 10 July 1995 01:33:26
- Subject: Re: REALISTIC MATERIALS!
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Conny, on Jul 9 you wrote:
-
- > A parallell lightscource above and a little to the side of your scene will
- > emulate sunlight.
- > The sun is so far away that it's rays seem almost parallell. That makes any
- > shadows cast by objects appear just as large as the object itself.
- > A lightbulb however is usually rather close to the object that it
- > illuminates, which makes shadows appear _larger_ than the object. And the
- > further away the shadow is cast the larger it will be.
-
- I've also found it smooths out unwanted hot spots on reflective objects and
- is'nt as intense (bright) as a point source light with equal RGB settings.
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
-
- Date: Monday, 10 July 1995 02:00:10
- Subject: Virtual Mem
- From: augioh4b@ibmmail.com
-
-
- ----------------------------------------------------------------------------
-
- --- Received from GITD.PSG024 216 4526 10JUL95 14.56
- -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM
- Readers of this Mail,
-
- G'day...I'm new to this IML so pls be patient.
-
- I have a DX2-66, 8Megs of ram, and Imagine V2.0.
- I was wondering wether there is a program that can use the hard
- disk drive as a virtual memory, without running a memory manager
- and / or windows. It gets pretty annoying when I run outof
- memory when using the quickrender function.
-
- Thanx.
- Victor Sarmiento. (vems)
-
-
- Date: Monday, 10 July 1995 04:22:08
- Subject: Essence
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: SGiff68285@aol.com
- >
- > I was wondering if someone could post the textures that are included
- > in the
- > Essence 1&2 collection. I just recieved the newsletter from Apex
- > yesterday.
- > It does not list what the textures are. Specifically I am wondering if
- > there is a decent water texture like POV creates or Bryce.
-
- Essence II has two textures of interest to you, Randomripple and
- Seawaves. The first gives you ripples much like those of a swimming pool
- with people in it, the second gives you the parallel, wind-driven ocean
- waves found on oceans and large lakes. It uses a physical model of wind-
- and gravity-formed waves.
-
- I'll send you two UUencoded GIF thumbnails by mail, so you can see what
- the textures look like. Oh, and of course, they have an all-important
- "time" parameter.
-
-
-
- Date: Monday, 10 July 1995 04:44:52
- Subject: Re: Essence
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: gregory denby <gdenby@bach.helios.nd.edu>
- >
- > For those who have not used the Essence textures, let me say that they
- > are of very high quality. IMHO, their release prompted Impulse to
- > beef up the bundled textures.
-
- I agree. High quality, sometimes resulting in high rendering times --
- but remember, there's no free lunch. Essence textures look amazing.
- Another big plus is the superlative documentation. Steve Worley, who,
- after all, started the Imagine Mailing List, is rightfully considered a
- God by long-time Imagine users. His communication skills are legendary,
- and reflect in the understandable documentation that accompanies the
- Essence I and II packages. Parameter names are intuitively named, and
- fully documented. None of that "noise 1 & 2 control the noise" stuff you
- get with Imagine textures.
-
-
- Date: Monday, 10 July 1995 05:08:44
- Subject: One minor wish
- From: Broctune@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Is it me or does it seem Imagine totally disreagrads the right mouse button,
- it would be cool to use it as shift or something
-
-
- Date: Monday, 10 July 1995 06:29:04
- Subject: Output video from PC.
- From: tome@next.com.au (Tom Ellard)
-
-
- ----------------------------------------------------------------------------
-
- >From: Marty Nussbaum <martyn@asu.edu>
-
- > I need to make a demo tape and don't have access to the equipment on
- >campus. What I want to do is buy what I need to output to video from my
- >home computer. What equipment do I need to purchase?
-
- I have a small white box called simply "Encoder", as if the Taiwanese
- manufacturer was a little shy of breathing their name. It is often
- advertised at the back of New Media and DV magazines. You put your PC in 640
- by 480 mode and the box provides a composite or SVHS signal ready to record.
-
- The box cost me 400 bucks Australian, or about 25c US :-)
-
- * The signal strength is a little low, I use a Time Base Corrector to pump
- it up.
- * This is a P.A.L. unit, in this country the picture does NOT overscan,
- unless you go to 800 by 600 and then it overscans at left and right only.
- * If you want better, consider a GVP G-LockVGA
- * In the long run, an Amiga can be used as a playback tool.
-
- Cheers.
-
-
- Tom Ellard, Severed Communications Australia tome@next.com.au
-
-
-
- Date: Monday, 10 July 1995 06:29:11
- Subject: Trying to make it pay.
- From: tome@next.com.au (Tom Ellard)
-
-
- ----------------------------------------------------------------------------
-
- > From: Douglas Smith <doug@defocus.demon.co.uk>
- >>
- >> OK time to show off.
- >>
- >> tell us all about the stuff that you have had published/
- >> printed or been paid for.
-
- I'm in an electronic band, and when we play live we use 2 LCD beam
- projectors to show live video. Often the videos are made with Imagine.
-
- When we release a single the record company provides a budget for upgrading
- the videos to broadcast.
-
- The last three videos were:
-
- A pinball machine played from a ball's eye view, that is, you fly around the
- table hitting bumpers and flippers at table level. We rendered this on 2
- PC's, transferred the images to an Amiga PAR for playback and eventually
- edited it up on an AVID system. Since the ball is chrome shiny the whole
- thing had to be ray trace.
-
- Sadly an Australian TV show called Hey Hey It's Saturday came up with a
- similar video about the same time we did :-(
-
- A kind of ballet piece with knives, forks and spoons, flying about the
- screen under particle control. This was easy and suited the music well. To
- get the cutlery to do formation dancing we'd deform and conform planes, and
- use the morphs to make the partcles line up in neat arrangements. The spoons
- took up so much memory we had to ray trace them.
-
- A clip with bottles changing size, shape and imagine texture, like a kind of
- glass light show. This took ages as Imagine textures are really slow. We're
- remaking this for television but we're going to use 2D morphing instead -
- it's faster and you don't have to count points!
-
- Here's some things we've learned over time - by the time it's on a beam
- projector you can forget the details. Keep everything bold. Contrast will
- drop substantially. Videotape will antialias everything, making super sharp
- edges is a waste of time - especially red edges, they flame off to the
- right. Something that changes from bright to dark really quickly looks like
- a bad edit - the projector jumps. And if you're playing in a club have them
- turn OFF the smoke machines, otherwise it's bye bye video image.
-
-
- Tom Ellard, Severed Communications Australia tome@next.com.au
-
-
-
- Date: Monday, 10 July 1995 09:26:20
- Subject: Gfx Cards and Error Requestors
- From: Cedric Georges Chang <changc9@rpi.edu>
-
-
- ----------------------------------------------------------------------------
-
- I read the Wishlist Compilation and I would like to elaborate on the
- suggestion for support for the screenmode database. Impulse should
- also try to make Imagine compatible with 3rd party graphics cards. Right
- now it only has support for the Retina card. If they could make Imagine
- work under Cybergraphics, the Piccolo, Piccolo SD64, Spectrum, Retina Z3,
- Picasso, and Cybervision cards would be supported. Currently with my
- Piccolo, I use a 1024x768 Detail editor and I have to continualy select
- the Redraw commmand because the screen does not refresh properly.
-
- Also, for the better error messages suggestion, I would be interested in
- seeing an 'Abort' button or 'Super Cancel' button on some of the requesters
- that pop up a hundred times in a row. I haven't had this happen to me
- recently so I can't remember what the error was, but I do have a vivid
- recollection of me clicking the mouse button for a long time to close these
- error requestors which kept popping up.
-
- Cedric
- --
- ---------------------------------------------------------------------------
- Cedric Chang Mechanical Engineer // Amiga 3000 '040
- changc9@rpi.edu Rensselaer Polytechnic Institute \X/ CgFx/EGS Piccolo
- ---------------------------------------------------------------------------
-
-
- Date: Monday, 10 July 1995 09:40:03
- Subject: Re: One minor wish
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
- I recommend that the person you suggested that Imagine use the right
- mouse button in the editors (and anyone else on the Amiga) get the
- little hack Silicon Menus. It makes the menus appear in a vertical
- list right under your mouse no matter where you push the right button.
- It makes choosing things VERY fast and cuts down on mouse movements a
- lot. You can get it on Aminet under the name SM.LHA or something.
-
-
- Date: Monday, 10 July 1995 10:19:45
- Subject: Re: FORM TDDD
- From: sauvp@citi.doc.ca (Patrick Sauvageau)
-
-
- ----------------------------------------------------------------------------
-
- >Yaba daba doo Imagineers,
- >
- >
- > I have two question on TDDD iff sub-chunk:
- >
- > i) there can be two or more OBJ chunks into an Imagine TDDD file
- > (I've got an Imagine obj with more OBJ chunks and Imagine Detail Ed
- > have some problem manage it)?
- >
- >ii) what data contains the following TDDD sub-chunks:
- > TPAR, SURF, MTTR, SPEC, PRP0, INTS (I've found these into
- > another TDDD Imagine objects).
- >
- >PLEASE REPLY TO Gabriele.Scibilia@p24.f211.n332.z2.fidonet.org
-
- Those specifications are from an old turbo-silver object.
-
- If anybody need them, mail me.
-
- -----
- Patrick Sauvageau
- (sauvp@citi.doc.ca)
-
-
-
- Date: Monday, 10 July 1995 11:36:55
- Subject: Re: Wishlist compilation explained.
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- >Combine forms and spline editor
-
- >Why ? I don't understand this, do you want spline interpolation
- )in the forms editor ?
-
- Yeah, pretty much. Right now the spline editor is pretty much the
- Logo extrusion editor. This is something I certainly wouldn't
- want to loose. But the forms editor seems to be a sort of polygon
- approximation of splines. I'd like to be able to start a spline
- based object by asking for one comprised of both latitude and
- longditude splines, in the same fashion as the forms editor. I
- don't want to have to build 3d spline meshes.
-
- Oh yeah, one more wish. Snap Object to Grid.
-
- Greg Denby
- gdenby@darwin.cc.nd.edu
-
-
- Date: Monday, 10 July 1995 12:25:54
- Subject: Re: Essence for PC ships
- From: Michael Allchin <WCCMA1@cardiff.ac.uk>
-
-
- ----------------------------------------------------------------------------
-
-
- Greg wrote:
- >
- > Understanding Imagine 2, out of print. Sorry, 2.0 owners.
- > Understanding Imagine 3, due late July. Yay everybody.
- >
-
- Is this just in North America, or does it include the rest of us ? I
- haven't asked recently, but back at Easter, no book shops in Cardiff
- had any details of Steve's new book.
-
- Please post a reply direct to me, I am leaving Cardiff at the end of
- the week, and think I might try an unsubscribe message now.
-
- - Michael wether the unsubscribe works or not... <g>
-
-
- Date: Monday, 10 July 1995 13:01:08
- Subject: Amiga macro recorder
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Everyone,
-
- I've just been playing with a key/mouse event macro recorder I found on an
- Aminet CD, its called Director15.lha. Some features are disabled for the
- unregistered version but menus, mouse clicks/movements and keys are
- recorded in Imagine.
-
- Example: I set up 5 axes to create a path. I hit the Record button on
- Director in Workbench, clicked on the Imagine screen and pressed Amiga-n
- then F1 and rotated one axis 45 degrees then pressed the spacebar. I went
- back to Workbench and selected Stop and set Loop to 4 then selected Play.
-
- Hey presto, Director went through the recorded process 4 times and rotated
- the other 4 axes 45 degrees.
-
- Recordings can even be played back relative to the current mouse pointer
- position as well by assigning a hot-key for play-back. I recorded dragging
- some points with the mouse, positioned it over another set of points and
- hit the hot-key and they were dragged the same distance and direction.
-
- Someone might want to try this program out and may find some novel ways of
- using it.
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
-
- Date: Monday, 10 July 1995 14:29:28
- Subject: Re: One minor wish
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > Right mouse button? I called Impulse awhile back about that same possibility
- > and was assured that I was the only person using Imagine that had a mouse
- > with more then one button. And because noone else had a right mouse button
- > that they won't add it's use.
- > Boy, now theres two of us!
-
- Actually, you can use right mouse button in the perspective window to
- rotate view around the third axis. First press left mouse button,
- then hold it down and press right and move the mouse.
-
- Andrey
-
-
- Date: Monday, 10 July 1995 15:15:57
- Subject: Re: DOF?
- From: "DEBEAUMONT, GEORGE" <debeaugw@songs.sce.com>
-
-
- ----------------------------------------------------------------------------
-
- >"Granberg Tom" <tom.granberg@TV2.no> wrote:
- >A while back a great dude wrote a excellent mail about how to use the dof
- >feature. But a thing I didnt quite catch was how to extend the field where
- >things will be in perfect focus. I have tried the things he said and get
- >brilliant results, but every thing behind and in front of the camera Y lenght
- >is more or less out of focus. Does anyone know how to do this?
-
- Entering a smaller value in the "Aperture Size (DOF)" box will increase the
- depth of field.
-
-
-
-
-
-
- Date: Monday, 10 July 1995 15:35:48
- Subject: Re: One minor wish
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Right mouse button? I called Impulse awhile back about that same possibility
- and was assured that I was the only person using Imagine that had a mouse
- with more then one button. And because noone else had a right mouse button
- that they won't add it's use.
- Boy, now theres two of us!
-
- Rick
-
-
- Date: Monday, 10 July 1995 15:38:13
- Subject: Re: Making Imagine pay....
- From: jprusins@cybergrafix.com (John Prusinski)
-
-
- ----------------------------------------------------------------------------
-
- Just adding my two cents...
-
- I've been using Imagine since the Silver days of the mid-80's,
- & did the occasional small freelance animation or titling job
- with it. I think it was the '88 or '89 Siggraph convention that
- I got a trace of a kind of retro rocketship-shaped teapot included
- in the Technical Slide Set as an example of ray-tracing on a small
- computer, which was relatively unheard of in those days outside
- of the Amiga community!
- My first major Imagine animation job was about two years ago, for
- a documentary directed by T.W. Timreck for Nova and international
- distribution about the initial excursions of the Northern European peoples
- to the New World. I had to model a Viking ship (a tip of the hat
- to our Scandinavian IML contingent) in various scenarios
- demonstrating how navigation was accomplished. When the
- film was finished, Nova decided they wanted a different editorial
- slant on the subject, so they had the film completely re-edited, and
- the animation wound up on the cutting room floor. However, the
- European distributors liked the film just as it was, so it was shown
- with the animation intact on television over there last year (not sure
- which countries were included in the deal. Maybe some of you Old
- World types happened to catch it...
-
- I also did 16 short animations for a CD-Rom called Calculus Connections
- intended as a companion to introductory college calculus courses, illustrating
- various principles of calculus. Should be released sometime late this fall.
-
- Currently I'm working on creating a virtual museum for one of the
- divisions of the Smithsonian Institution, using a "Myst-like" interface
- (i.e., a 3D space in which you move from one still image to another
- by clicking in the area you want to move to, with little or no animation).
- The advantage of this approach is that I can use 2D effects on the
- still frames, since they won't be moving. Example: using Photoshop's
- Lighting Effects filters, I've been able to use numerous soft-edged
- spotlights to simulate track lighting for certain exhibits in minutes, whereas
- building the same look in Imagine would take me much longer.
- And yes, I have moved off my trusty A3000 (on which I built the Viking
- animations) to a Pentium (halfway through the Calculus job). The speed
- improvement is great, and the companion software (Photoshop, Painter,
- Autodesk Animator Studio, etc.) is in another league from Amiga equivalents
- like OpalPaint. Still miss the operating system, however, Arexx and ADPro!
-
- John Prusinski
- CyberGrafix
-
-
-
- Date: Monday, 10 July 1995 15:57:48
- Subject: Pictures of Imagine 3.3 Online
- From: Ian Smith <iansmith@moose.erie.net>
-
-
- ----------------------------------------------------------------------------
-
- It came, it finally came. Two of those horrid orange lables for
- disks one and two and a nice printed lable for disk three. I love
- seeing that orange in my mailbox!
-
- I have added a page devoted to the new stuff in Imagine 3.3 to my
- Imagine home page. I included several screen shots of the new
- attributes requesters to show you what your missing if you have not
- upgraded yet.
-
- Some general comments about the new version... You can change the
- defaults for new objects. (Color, reflect, ect) The Amiga executable
- is 1,019,600 bytes in size and you need 2.5 megs to install it.
- Attributes and texture windows and new mappings.. nice job! Wow. The
- realtime preview renders in greyscale, and then dithers to color. I
- thought it was only greyscale at first because the color dithering
- takes SO long and shows no indication that it is doing anything, not a
- % or even a "Dithering..." text anywhere. When you add a brush to an
- object, it has to reload the brush every time you change a paramter.
- This is not all bad, as the loading is in the background, but still
- takes time when you are adjusting sliders. Minor annoyance, easily
- forgotten when playing with new stuff. You can now watch the quickrender
- in progress, in grey. The cancel button is plopped right down over the
- image too. Well, the damn parent button is *still* broke! Is this a
- joke? If so, it *would* be funny... (Did ya hear all the whining
- about the parent button on the IML? Hahahah! Lets make it DELETE
- their files next!) :-)
-
- However, running in 256 colors, or even 16 colors on my EGS board
- causes major redraw problems, the grid is invisible, ect. Yuck.
- Hopefully this will be fixed.
-
- I just got off the phone with Mike H, and have some further info.
- Like always, they are still supporting the Amiga. So that is nice.
- The programming information for the new 3.3 texture stuff will not
- be released. They will wait until 4.0 to release the $500 programmer
- package AND they will release free information like they did for 3.0.
- The $500 just gets you *much* more info.
-
- Stats on upgrades is depressing though. Amiga users of Imagine
- outnumber PC users 10 to 1, but there were 4 times as many PC users
- upgrading than Amiga. Lets hope Escom does something to make the
- future of the Amiga look brighter and get everyone spending money
- again. For all you bored PC users, go look at the new 3.3 stuff
- on my page and order it too. :-)
-
- Anyway, regardless of how much I complain, Imagine is still my
- favorite renderer and I would not use any other. Version 3.3 is
- a great improvement and I can't wait for 4.0! And I expect I will
- get on the 4.0 -> 5.0 constant upgrade program if they offer one,
- or just wait for the next version and upgrade if they don't.
-
- --
- IanSmith@moose.erie.net Visit Below! :-)
- My HP48/Imagine/ImageMaster Page --> http://moose.erie.net/~iansmith/
- Come and stop by Africa Imports! --> http://www.cyberenet.net/~africa/
-
-
-
- Date: Monday, 10 July 1995 16:25:01
- Subject: Windows 95
- From: CyberMer@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-06-14 22:01:04 EDT, you write:
-
- >Also, Impulse gets trashed for being a little late on release dates. Money
- >doesnt mean anything, look at Microsoft, they are huge, they have been
- >promising for 2 years a new operating system and where the hell is it.
- >
- >
- Advanced order for Windows 95 will be taken by QVC (the other Home Shopping
- Network) some time this or next week, I'll let you know the price and exact
- date later.
- Imagine runs great under Win 95.
-
-
-
- Date: Monday, 10 July 1995 18:46:45
- Subject: Uploads
- From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES)
-
-
- ----------------------------------------------------------------------------
-
- Please notify me if you can access the files i have uploaded to
- Aminet. i have a look to the recent and the d2i files doesn't
- appear but the faq6 are there.
-
-
- --
- email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :)
-
- NOTE: .Sig under reconstruction ....
-
-
- Date: Monday, 10 July 1995 19:16:15
- Subject: Re: BLOBS
- From: Douglas Smith <doug@defocus.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- NEWKIRK wrote in a Mail about "BLOBS":
- N :Blobs are utilized in POV-ray as follows:
- [good description of blobs snipped]
- N :The overall effect is somewhat like CSG with spheres, but working with silly
- N :putty instead of cookie cutters (OK, so the metaphor makes little sense,but
- N :taken as a whole, this should help you understand blobs)
- N :JN
-
- OK, this sounds like metaballs to me.
-
- I'll merge the Metaballs and Blobs wish into one entry on the wishlist,
- unless anyone shouts too loud :-)
-
- Cheers,
-
- Doug.
- --
-
- Doug@defocus.demon.co.uk
- Amiga 4000/40 10M 214, 540 HD Not better, just different.
- When choosing between two evils, I always like to try the
- one I've never tried before. -- Mae West
-
-
- Date: Monday, 10 July 1995 19:25:08
- Subject: Re: One minor wish
- From: Douglas Smith <doug@defocus.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Broctune wrote in a Mail about "One minor wish":
- B :Is it me or does it seem Imagine totally disreagrads the right mouse button,
- B :it would be cool to use it as shift or something
- B :
-
- Unless I'm mistaken, the right mouse button calls up the menus.
-
- There is something to note though.
-
- Amiga users can use commodities to change the behaviour of the mouse buttons.
-
- At the moment, I'm using,
-
- MagicMenus, these cause the menus to pop up in a little box where the mouse
- pointer is, it's most useful on large screens, as it stops you having to go
- all the way to the top of the screen.
-
- Mouseshift, turns the middle mouse button (if you have one) into the left shift
- key. This is really handy, not just for Imagine but for all workbench operation.
-
-
- There is also a commodity called RMBshift, which causes the right mouse button
- to act as a shift key when the mouse pointer is in the main part of the screen,
- and calls up the menus when the mouse pointer is on the screen title bar.
-
- Perhaps this sort of functionality could be built into Imagine so the clone
- owners can use it as well.
-
- (it's added to the wishlist right now...)
-
- Cheers,
-
- Doug.
- --
-
- Doug@defocus.demon.co.uk
- Amiga 4000/40 10M 214, 540 HD Not better, just different.
- When choosing between two evils, I always like to try the
- one I've never tried before. -- Mae West
-
-
- Date: Monday, 10 July 1995 20:05:35
- Subject: Imagine vs Hercules Stingray video card
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >>From imagine-relay@email.sp.paramax.com Sat Jul 8 23:58:17 1995
- >Date: Sun, 9 Jul 1995 08:27:00 +1000
- >X-Sender: billd@mail.ne.com.au
- >To: imagine@email.sp.paramax.com
- >From: billd@ne.com.au@pipex.net (Bill Dimech)
- >Subject: Imagine vs Hercules Stingray video card
- >
- >G'day,
- >
- >Finally, Finally, Finally... I have just put together enough pennies to buy
- >myself a pentium 90. And does Imagine Love It!!!!.
- >
- >I haven't done any time trials but its nice to do a 320 scanline quickrender
- >within a few seconds. However, I have come accross one particular annoying
- >problem:
- >
- >I have a Hercules Stingray PCI video card. Several of my mates have the same
- >card. (I got one to check that Imagine worked with it before bying the card
- >and he said yes). Anyway, he was sort of right. Imagine detects the Built in
- >vesa driver and comes up in all of the display modes etc. However, when I
- >display a picture from within Imagine it's colour is 'out of phase'... All
- >of the coulours are totally wild. Things that should be red are green..
- >white is yellow, green is red etc.
- >
- >The pictures are OKif wiewed through all external viewers and paint packages.
- >
- >I know the problem is most likely in the way the Imagine talks to the video
- >(it's allways been a bit particular).
- >
- >Can anyone please provide a possible solution... Other than buying another
- >card (this Pentium 90 purchase really blew the budget.)
- >
- >By the way the Stingray comes with a hardware/ software driver that performs
- >Direct Video Playback for windows AVI's. It uses hardware to scale and
- >smooth avi's. Its real nice and real fast. This is one of the reasons I got
- >this card. Also it's very fast but not that expensive.
- >
- >Hope someone can help...
- >Regards
- >BillD
- >
- I had a problem were Imagine would not detect my card. It is a Cirrus 5434
- PCI. I got hold of univbe 5.1 (The latest version), installed it and all my
- problems were solved. It only takes up about 8K of memory but it is
- unfortunatly shareware so unless you register it it does switch off after 21
- odd days and puts up nag screens on boot up. It is about 600K to download
- and the file is called univbe51.zip. Hope this helps.
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 40 05 17 37 35 07 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Monday, 10 July 1995 20:44:46
- Subject: Windows 95
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
-
- >Advanced order for Windows 95 will be taken by QVC (the other Home Shopping
- >Network) some time this or next week, I'll let you know the price and exact
- >date later.
- >Imagine runs great under Win 95.
- >
- >
-
- You can order it from Radio Spares (RS) in the UK from August at about
- =A380.00. It might be cheaper of the shelf though.
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 40 05 17 37 35 07 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Monday, 10 July 1995 21:00:25
- Subject: Re: Trying to make it pay.
- From: Ian Smith <iansmith@moose.erie.net>
-
-
- ----------------------------------------------------------------------------
-
- On Mon, 10 Jul 1995 m.rubin9@genie.geis.com wrote:
- > 3. A simple pixel interpolated dissolve between two brushes on the
- > same object so this doesn't have to be done externally.
-
- This is included in 3.3! Upgrade! :-)
-
- --
- IanSmith@moose.erie.net Visit Below!
- My HP48/Imagine/ImageMaster Page --> http://moose.erie.net/~iansmith/
- Come and stop by Africa Imports! --> http://www.cyberenet.net/~africa/
-
-
-
- Date: Monday, 10 July 1995 22:15:10
- Subject: ------=> Sorry NO Subject!
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- RE: Wishlist -- Improved bitmap tracing.
-
- Currently, "Convert IFF/ILBM" ("Convert Image" in PC version)
- works by creating a point and two edges for every pixel "block"
- in the outline picture. The result is invariably a jagged object
- after the image file is converted.
-
- Here's how I think "Convert IFF/ILBM" SHOULD work: Besides black
- representing the object in the picture and white the background,
- red pixels on the outline border should represent "control
- points". After the desired image file is selected, a requester
- would come up that asks, "Number of sections?" The user would
- then enter the number of desired points for the object. Then
- Imagine would use the red "control points" in the image to
- spline-interpolate the object along the contours of the image
- using the number of points entered by the user. By this means,
- not only would there be no "jaggies" in the object, but having
- control over the number of points for every object would allow the
- user to import a number of images as slices for the "Skin"
- command.
-
- I also think this new version of "Convert Image" should be
- available in the Forms editor, so that images could be imported as
- slices for Forms objects!
-
- -- Dave
-
-
-
-
-
- Date: Monday, 10 July 1995 22:20:18
- Subject: Wishlist -- Improved bitmap tracing
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- (I sent this before, but I think it bombed, so here it is again.
- I apologize for the repeat.)
-
-
- Currently, "Convert IFF/ILBM" ("Convert Image" in PC version)
- works by creating a point and two edges for every pixel "block"
- in the outline picture. The result is invariably a jagged object
- after the image file is converted.
-
- Here's how I think "Convert IFF/ILBM" SHOULD work: Besides black
- representing the object in the picture and white the background,
- red pixels on the outline border should represent "control
- points". After the desired image file is selected, a requester
- would come up that asks, "Number of sections?" The user would
- then enter the number of desired points for the object. Then
- Imagine would use the red "control points" in the image to
- spline-interpolate the object along the contours of the image
- using the number of points entered by the user. By this means,
- not only would there be no "jaggies" in the object, but having
- control over the number of points for every object would allow the
- user to import a number of images as slices for the "Skin"
- command.
-
- I also think this new version of "Convert Image" should be
- available in the Forms editor, so that images could be imported as
- slices for Forms objects!
-
- -- Dave
-
-
-
-
- Date: Monday, 10 July 1995 22:21:54
- Subject: Wistlist -- Combine forms and spline editors
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- There should definitely be 3D splines available in the Forms
- Editor (or perhaps drop both the current Spline and Forms editors,
- and combine the features of both into a new, "Organic Editor").
- Many organic objects, such as heads (whether human or
- Tyrannosaurus rex) are just too complex to be easily done in the
- existing Forms editor, but could be done in a flash if 3D spline
- editing were available.
-
-
- -- Dave
-
-
-
- Date: Monday, 10 July 1995 22:23:13
- Subject: Wishlist -- Hide points
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- There should in general be much more powerful "Hiding" options,
- allowing all sorts of things: Hide points by subgroup, hide points
- by coordinates, hide faces by subgroup, hide faces by attributes,
- toggle hided points, etc., etc., etc.
-
- -- Dave
-
-
-
-
- Date: Monday, 10 July 1995 22:25:41
- Subject: Wishlist -- Hair texture
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- Yes, I want a hair/fur texture and definately animatable!
-
- I would also like a feathers texture and variant scale textures,
- i.e. overlapping fish's scales vs. bumpy lizard's scales vs.
- scuted archosaur's (dinosaur-crocodile-bird) scales.
-
- -- Dave
-
-
- Date: Monday, 10 July 1995 22:27:00
- Subject: Wishlist -- Improved starfield
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- Specifically, I would like the ability to give the stars a random
- range of grey values (simulating the varying brightnesses of real
- stars in the sky; and to optionally concentrate the stars'
- positions towards a plane ("Milky Way" effect) or a point
- ("Globular Cluster" effect).
-
- -- Dave
-
-
-
- Date: Monday, 10 July 1995 22:27:00
- Subject: Trying to make it pay.
- From: m.rubin9@genie.geis.com
-
-
- ----------------------------------------------------------------------------
-
-
- Tom,
-
- >A kind of ballet piece with knives, forks and spoons, flying about the
- >screen under particle control. This was easy and suited the music well. To
- >get the cutlery to do formation dancing we'd deform and conform planes, and
- >use the morphs to make the partcles line up in neat arrangements. The spoons
- >took up so much memory we had to ray trace them.
-
- This sounds real cool - could you explain in a bit more detail?
-
-
- Oh yeah, and three more things for the WishList:
-
- 1. Ability to change QuickRender screen sizes from within the editors -
- going back and forth to Prefs is a pain.
-
- 2. More control over animated brushmaps so that you can indicate where
- you want them to loop or stretch out to fit the animation. Right now
- you sometimes have to create gigantic anim files just to make the
- brush anim fit the Imagine anim correctly.
-
- 3. A simple pixel interpolated dissolve between two brushes on the
- same object so this doesn't have to be done externally.
-
- Floater
-
-
-
- Date: Monday, 10 July 1995 22:28:25
- Subject: Wishlist -- ASL Requesters
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- In fairness to Impulse, I think the reason they have resisted
- supporting ASL requesters is that they want to keep Imagine
- compatible with ALL Amiga OS versions, 1.2 and up. That said, I
- really think that they could have Imagine either detect which OS
- it was running under, or even better, have separate versions of
- Imagine for OS 1.x, 2.x and 3.x, and then in each version take
- advantage of OS features if they are available or emulate them if
- they are not.
-
- I think Imagine should support (or emulate in OS 1.x compatible
- version of Imagine) not only ASL requesters, but also Gadtools
- gadgets, including Gadget Keyboard Equivalents (e.g. I HATE
- hitting <Amiga-S> on the keyboard, then having to reach for the
- mouse in order to click the "Yes" gadget in "Overwrite Existing
- File?" requester!)
-
-
- -- Dave
-
-
- Date: Monday, 10 July 1995 22:29:16
- Subject: Wishlist -- More output formats
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- >Which ones ? stills or animations ?
-
- Definitely JPEG input as brushmaps! Maybe also JPEG and MPEG
- output, although many seem to believe this to be impractical.
-
- -- Dave
-
-
-
- Date: Monday, 10 July 1995 23:26:43
- Subject: Re: Imagine vs Hercules Stingray video card
- From: Stephen Wilkinson <wilks@lbm.com>
-
-
- ----------------------------------------------------------------------------
-
- On Jul 10, 8:05pm, Chris Hall wrote:
- [snip]
- > I had a problem were Imagine would not detect my card. It is a Cirrus 5434
- > PCI. I got hold of univbe 5.1 (The latest version), installed it and all my
- > problems were solved. It only takes up about 8K of memory but it is
- [snip]
- >-- End of excerpt from Chris Hall
-
- I have Imagine 2.0 for the PC and 3.0 for the Amiga. I was wondering
- how to get the PC version to show 24 bit quickrenders. I turned on
- "Use Firecracker" but I still see dithering and some faint banding
- on the quickrenders (esp. spheres). Any ideas? My card is a new ATI
- Mach 64 PCI and seems to work fine with most other VESA progs I have.
- Will I need univbe? Hope not.
-
- Cheers,
- Stephen
- ____________________________________
- Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
- Sr. Software Engineer reward for doing it well is the
- LB&M Associates opportunity to do it again."
- ____________________________________
-
-
-
-
- Date: Tuesday, 11 July 1995 01:01:14
- Subject: Whishlist
- From: augioh4b@ibmmail.com
-
-
- ----------------------------------------------------------------------------
-
- --- Received from GITD.PSG024 216 4526 11JUL95 13.57
- -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM
- *** vitrual walk thru (real time) ***
-
- How about a virtual walkthru screen, where you fly thru your
- stage using the mouse as the control...pressing button in
- sequencewith a movement resulting in altitude
- change,left/right=slide,etc.
- Wire frame would be fine ... solid fill would be better. Also
- allowing for viewcam to be magnified and otherwise will be great
- for those small objects...;)
-
- Vems...
- VIC
-
-
- Date: Tuesday, 11 July 1995 01:56:48
- Subject: Re: Wishlist -- More output formats
- From: Ian Smith <iansmith@moose.erie.net>
-
-
- ----------------------------------------------------------------------------
-
- On Mon, 10 Jul 1995 DAVEH47@delphi.com wrote:
- > >Which ones ? stills or animations ?
- >
- > Definitely JPEG input as brushmaps! Maybe also JPEG and MPEG
- > output, although many seem to believe this to be impractical.
-
- I'd rather have an external program make my MPEG animation for me.
- There are already many good converters out there.
-
- But I *want* to be able to load JPEGs as burhmaps and save rendered
- images as JPEGs too. That would be nice...
-
- --
- IanSmith@moose.erie.net Visit Below! :-)
- My HP48/Imagine/ImageMaster Page --> http://moose.erie.net/~iansmith/
- Come and stop by Africa Imports! --> http://www.cyberenet.net/~africa/
-
-
-
- Date: Tuesday, 11 July 1995 02:02:02
- Subject: Re: Wishlist -- ASL Requesters
- From: Ian Smith <iansmith@moose.erie.net>
-
-
- ----------------------------------------------------------------------------
-
- On Mon, 10 Jul 1995 DAVEH47@delphi.com wrote:
- > In fairness to Impulse, I think the reason they have resisted
- > supporting ASL requesters is that they want to keep Imagine
- > compatible with ALL Amiga OS versions, 1.2 and up. That said, I
- > really think that they could have Imagine either detect which OS
- > it was running under, or even better, have separate versions of
- > Imagine for OS 1.x, 2.x and 3.x, and then in each version take
- > advantage of OS features if they are available or emulate them if
- > they are not.
-
- AmigaDOS 1.x is outdated.. won't even run on 040 based systems!
- Yuck yuck yuck.. support 2.x at least and add some 3.x support
- even. Datatypes would be great.
-
- And use screenmode requesters for screens and renders and stuff.
- I want to be able to run 256 colors, but Imagine barfs on my
- EGS board running either EGS or Cybergraphics. I have to mode-
- promote it as it won't use the board on it's own...
-
- --
- IanSmith@moose.erie.net Visit Below! :-)
- My HP48/Imagine/ImageMaster Page --> http://moose.erie.net/~iansmith/
- Come and stop by Africa Imports! --> http://www.cyberenet.net/~africa/
-
-
-
- Date: Tuesday, 11 July 1995 02:20:13
- Subject: Re: BLOBS
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > I'll merge the Metaballs and Blobs wish into one entry on the wishlist,
- > unless anyone shouts too loud :-)
-
- Metaballs will be in 4.0
-
-
- Date: Tuesday, 11 July 1995 05:58:00
- Subject: Amiga Imagine 3.3 received
- From: w.graham6@genie.geis.com
-
-
- ----------------------------------------------------------------------------
-
- Yes, it's here. It looks very nice, lots of new features, the texture and
- brush playgrounds look killer on a 256 color 800x600 Retina screen, worth
- (sometimes) the slower redraws due to 256 color mode. Nice being able to
- Quickrender from the various Attribute requesters. Thanks, Impulse!
-
-
- Date: Tuesday, 11 July 1995 08:54:58
- Subject: Re:Scanline render bug!
- From: Ed Totman <etotman@gort.ucsd.edu>
-
-
- ----------------------------------------------------------------------------
-
- On 7 Jul 1995, Granberg Tom wrote:
-
- > Hi!
- > I use par with the pc(dualP) and with the Amiga(4040) and have not encountered
-
- > this problem. I can only think of two possible sources of reason for "your"
- > problem.(yepp, two PAR's with capture card, one at home tough!)
-
- Thanks for the replies to my post. I got field rendering in trace to
- work by selecting the flip fields button in imagine and import order=2
- for the par.
-
- Ed Totman
- etotman@gort.ucsd.edu
-
-
-
- Date: Tuesday, 11 July 1995 09:00:54
- Subject: Re: Making Imagine pay....
- From: Ed Totman <etotman@gort.ucsd.edu>
-
-
- ----------------------------------------------------------------------------
-
- On Fri, 30 Jun 1995, Douglas Smith wrote:
-
- > OK time to show off.
- >
- > tell us all about the stuff that you have had published/
- > printed or been paid for.
-
- Ok, I've owned a business with a partner creating animations for use in
- court. I don't want to get into the details of each case (don't want them
- turning on ME) :) but I used mostly keyframe and camera motion to make
- most of the animations, all rendered on an Amiga and recorded using DCTV.
- Hell of a lot of hours and late nights/early mornings staring at a
- monitor. But that's what we all love to do anyway, right?
-
- Last summer I switched to a 486 and the pc version of imagine and created
- a 7 minute video with about 4-5 minutes of animation complete with music,
- sound effects, and voice over. The purpose of the video was to
- familiarize new students with the products and services of our library.
- It's available from the LODEX clearinghouse, for those of you who work in
- libraryland. This video ("Pathways") was a big hit, so this summer I'll
- be making another video. We will submit a paper on computer animation in
- library instruction to be published sometime next year.
-
- BTW, just received 3.3. WOW! The new texture preview feature is awesome!
-
- Thanks for listening Impulse!
-
- Ed Totman
- etotman@gort.ucsd.edu
-
-
-
-
-
- Date: Tuesday, 11 July 1995 10:10:10
- Subject: Fun with Fuzz
- From: "DEBEAUMONT, GEORGE" <debeaugw@songs.sce.com>
-
-
- ----------------------------------------------------------------------------
-
- >In light of the recent discussion about representing hair (something that
- >I've been trying to do too), does anyone know anything about the "Fuzz"
- >texture and how it works? It seems like it could be used to simulate fur,
- >but I can't find any reference to it in the manual or in any of the "read me"
- >files for 3.0 through 3.2
- >-- Dave
-
- The "Fuzz" texture appears to be ANOTHER one of those undocumented Imagine
- features.
-
- GEORGE'S STUPID EASTER EGG ANALOGY:
-
- Imagine is like an Easter egg hunt...months after the holiday event, you
- continue to find the hidden eggs. However unlike old eggs, Imagine's unexpected
-
- treats are not spoiled.
-
- Anyway, I've done some experimentation with the "Fuzz" texture...here's what I
- know.
-
- BASIC FUZZ FEATURES:
-
- It's a "Space Filling" (Impulse terminology) noise type texture. That is, the
- texture changes along all three axis.
-
- In its most basic form (equal X, Y, Z sizes and low magnitude and velocity noise
-
- values), it produces fuzzy globules (approximately spherical masses).
-
- Space between the fuzzy globules shows underlying textures and attributes on the
-
- object.
-
- The texture axis orientation (relative to the object) is not particularly
- important.
-
- FUZZ PARAMETERS:
-
- X, Y, and Z sizes: Determines size of the fuzzy globules
-
- Noise 1 & 2 mag/vel: Determines how disturbed the fuzzy globules become
-
- (functions similar to other Imagine noise type textures)
-
-
- Dispersion: Determines the number of fuzzy globules
-
- Fuzz clip: Appears to affect the spacing of the fuzzy globules
-
- Fuzz R, G, B color: Determines the color of the fuzzy globules
-
- Fil./Refl. adjust: Sets the filter and reflect attributes of the fuzzy
-
- globules
-
- GENERAL OBSERVATIONS:
-
- Increasing the clip value (0.9-1.0) can result in overlapping globules with
- unpredictable results.
-
- Decreasing the clip value to 0 results in zero globules.
-
- The default parameter values produce a nice "TV Static" appearance.
-
- Higher magnitude/velocity values result in a wispy smoke type of appearance (see
-
- sample parameter values below) similar to that achieved using the CLRNOIZ
- texture.
-
- Intermediate magnitude values, low velocity values and repetitively applying the
-
- Fuzz texture can produce a scattered cumulus cloud pattern with the appearance
- of depth (see below).
-
- WISPY SMOKE (a la fuzz):
-
- In the detail editor, add a default plane. Set the color to 0, 0 ,0. Make it
- bright. Adjust the perspective zoom control (Z) such that the plane takes up
- most of the view. Apply the Fuzz texture (using the following parameter values)
-
- and quickrender.
-
- X, Y and Z sizes: 30, 30, 100
- Noise 1 mag/vel: 0.6, 2.8
- Noise 2 mag/vel: 5.8, 0.3
- Dispersion: 0.7
- Fuzz clip: 0.4
- Fuzz color (R,G,B): 100, 100, 100
- Filter adjust: 0
- Reflect adjust: 0
-
- SCATTERED CUMULUS CLOUDS (a la fuzz):
-
- In the detail editor, add a ground plane. Set the color to 135, 206, 235. Make
- it bright. Adjust the perspective angle (A) view such that it looks straight
- down on the ground plane. Set the zoom ratio (Display menu/Perspective/Zoom
- ratio) to 0.3. Repetitively apply the Fuzz texture to the ground plane (4 times)
-
- using the following parameter values. Quickrender.
-
- Fuzz Texture (priority 1)
-
- X, Y, and Z sizes: 1000, 1000, 1000
- Noise 1 mag/vel: 2.0, 0.1
- Noise 2 mag/vel: 2.0, 0.1
- Dispersion: 1.0
- Fuzz clip: 0.5
- Fuzz color (R, G, B): 245, 245, 245
- Filter adjust: 0
- Reflect adjust: 0
-
- Fuzz Texture (priority 2)
-
- X, Y, and Z sizes: 1000, 1000, 1000
- Noise 1 mag/vel: 2.0, 0.1
- Noise 2 mag/vel: 2.0, 0.1
- Dispersion: 1.0
- Fuzz clip: 0.5
- Fuzz color (R, G, B): 220, 220, 220
- Filter adjust: 0
- Reflect adjust: 0
-
- Transform priority 2 texture to 0, -40, 0 position.
-
- Fuzz Texture (priority 3)
-
- X, Y, and Z sizes: 250, 250, 250
- Noise 1 mag/vel: 2.0, 0.1
- Noise 2 mag/vel: 2.0, 0.1
- Dispersion: 0.6
- Fuzz clip: 0.5
- Fuzz color (R, G, B): 245, 245, 245
- Filter adjust: 0
- Reflect adjust: 0
-
- Fuzz Texture (priority 4)
-
- X, Y and Z sizes: 250, 250, 250
- Noise 1 mag/vel: 2.0, 0.1
- Noise 2 mag/vel: 2.0, 0.1
- Dispersion: 0.6
- Fuzz clip: 0.3
- Fuzz color (R, G, B): 215, 215, 215
- Filter adjust: 0
- Reflect adjust: 0
-
- Transform priority 4 texture 0, -40, 0 position.
- ______________________________________________________
-
- George deBeaumont
- debeaugw@songs.sce.com (Mon-Fri)
- 76524.1561@compuserve.com (Sat-Sun)
-
-
-
-
- Date: Tuesday, 11 July 1995 11:19:14
- Subject: Send ME!!!
- From: Red Hawk <qua1397@cdc700.cdc.polimi.it>
-
-
- ----------------------------------------------------------------------------
-
- I would like to create a NEW connection of Home Page Related to IML
-
- Please send me a MAIL of yours Home Page in this format......
-
- http:/........... #Name of Home Page# #Location(State,etc..)#
-
- Then I ask you to add a connection to my Home page....
-
- Greats to all who want take part to it !!!!!!!!!!
-
- Please help me to find a name for this GROUP ....
-
- .---------------------------------------------------------.
- ! E-Mail: qua1397@cdc700.cdc.polimi.it __/// !
- ! Amiga 4000/40 25Mhz 18Mb 2.0GbSCSI \XX/ !
- | Home Page: !
- ! http://cdc715_0.cdc.polimi.it/~qua1397/ !
- `---------------------------------------------------------'
-
-
- Date: Tuesday, 11 July 1995 11:21:31
- Subject: VIEW
- From: Red Hawk <qua1397@cdc700.cdc.polimi.it>
-
-
- ----------------------------------------------------------------------------
-
- I have compare a Rendering with the things that I see in camera view....
- they aren't the same............
-
-
- WHYYYYYYYYYYYYY!!!!!!!!!!!!!!!!!!
-
- Please Help ME!!!!!!!!!!!
-
- .---------------------------------------------------------.
- ! E-Mail: qua1397@cdc700.cdc.polimi.it __/// !
- ! Amiga 4000/40 25Mhz 18Mb 2.0GbSCSI \XX/ !
- | Home Page: !
- ! http://cdc715_0.cdc.polimi.it/~qua1397/ !
- `---------------------------------------------------------'
-
-
- Date: Tuesday, 11 July 1995 11:52:45
- Subject: Re: Amiga macro recorder
- From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege)
-
-
- ----------------------------------------------------------------------------
-
- Hello Everyone,
-
- >I've just been playing with a key/mouse event macro recorder I found on an
- >Aminet CD, its called Director15.lha. Some features are disabled for the
- >unregistered version but menus, mouse clicks/movements and keys are
- >recorded in Imagine.
-
- Another example which I explained in detail a while back is to render
- multiple projects one after the other.
-
- Basically you record all projects without actually rendering them and then
- hit the play button and watch Imagine render all projects while you're doing
- something else.
- Its somewhere in the archives probably a month or 3-4 back.
-
- Greetings Joop
-
-
-
- Date: Tuesday, 11 July 1995 12:13:54
- Subject: Upgrade Plan
- From: Stuart Hogton <stuarth@bournemouth.ac.uk>
-
-
- ----------------------------------------------------------------------------
-
- Hello All,
- I bought Imagine 3.0 almost a year ago from Meridian
- Distribution, but they did not include an option to upgrade to future
- versions. Does anybody know how I can apply for the continual upgrade
- plan in the UK? I realize we are on version 3.3 already, but from what
- I've heard, it still seems worthwhile.
- Furthermore, I encountered a strange error whilst slicing two
- complex objects. The error was "Error 2 Splitting Faces". Does anybody
- know what this means as there is bugger all documentation? This is not
- the usual move the object a bit error, but one which I could not solve
- and gave up.
-
- Any help would be gladly received.
-
- Stu.
-
-
-
- Date: Tuesday, 11 July 1995 12:41:55
- Subject: Upgrade rates
- From: gregory denby <gdenby@mozart.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- Ian Smith reports:
-
- >Amiga users of Imagine outnumber PC users 10 to 1, but there were
- >4 times as many PC users upgrading than Amiga.
-
- This is too bad, although I suppose its to be expected. The nearest
- physical support I have for my Amiga is 120 miles, and I live in a
- populous area. As far as rendering goes, bigger and faster is where
- its at. I just couldn't wait for an '060 of Risc Amiga.
-
- Although, yes I'm using my Ami right now. Its not a running shoe
- anymore, just a nice, comfy, well broke in walking shoe.
-
- So, for the speed impatient, look at it this way: Some folks bought
- a Toaster just to get Lightwave. I got a PC mostly to boost Imagine.
- The performance on a DX100 is really nice, a Pentium must be breath-
- taking. THe new texture playground rendering in 256 colors slows screen
- redraw less than 2 seconds
-
- For those of you who still have v 2.0, buy more memory and upgrade.
- Other than the well known clunky interface, Imagine already is almost
- a different program from 2.0. Bones, particles, "New Mode" perspective,
- splines, texture handling maybe 5 times more flexible and powerful,
- etc, etc broaden the scope of the program so much, what you can
- "imagine" is a whole world beyond 2.
-
- I'll stop before I start sounding like an ad.
-
- BTW, the PC version of the upgrade includes some of Steve Blackmon's
- work as shareware. Also a couple nice Digimax fabricated objects.
-
- bye, got to go mess with the new stuff.
-
- Greg Denby
-
-
- Date: Tuesday, 11 July 1995 13:46:00
- Subject: Right Mouse button
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: Valleyview@aol.com->-> Right mouse button? I called Impulse awhile bac
- k about that same =pos-> and was assured that I was the only person using Imagin
- e that had =a m-> with more then one button. And because noone else had a right
- mou=se-> that they won't add it's use.-> Boy, now theres two of us!Maybe I miss
- ed something....but Imagine supports both the left and ri=ghtmouse button in all
- the editors. The only machine I know that has a o=nebutton mouse is the Mac, an
- d Imagine won't run on it. :) /------------------------------ ___
- ___ ___ ___ | Mike van der Sommen / __ /__/ /__/ /_
- \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike
- .vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Iron
- y can make revenge a welcome alternative" \___________________________________
- __________________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca
- - (805) 683-1388
-
- Date: Tuesday, 11 July 1995 13:49:19
- Subject: Re: Melting
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- There's a great util that does exactly this. I assume you'll be flooded
- with responses to your post,--but if not, lemme know and I'll e-mail you
- that melt util.
-
-
- Date: Tuesday, 11 July 1995 14:02:49
- Subject: Tip for Amiga users
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
- remember, whenever you get an annoying "overwrite" box or "save
- quickrender" requester that's just too far away from your mouse to be
- comfortable . . . . . hit L-Amiga-C for the lefthand button and
- L-Amiga-V for the righthand one.
-
- (maybe it's 'x' and 'c' instead of 'c' and 'v'--- I just hit
- L-Amiga-Z-X-C-V... until something happens :)
-
-
- Date: Tuesday, 11 July 1995 15:12:19
- Subject: Re: Wishlist -- More output formats
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Mon, 10 Jul 1995 DAVEH47@delphi.com wrote:
-
- > >Which ones ? stills or animations ?
- >
- > Definitely JPEG input as brushmaps! Maybe also JPEG and MPEG
- > output, although many seem to believe this to be impractical.
- >
- > -- Dave
- >
-
- I think that a built-in mpeg encoder would be great, especially if you
- could render one frame, have it added to the mpeg animation, and then have
- it deleted(like the way that flc's work right now). You could create
- huge animations with very little disk space.
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Tuesday, 11 July 1995 15:51:52
- Subject: Re[2]: States???
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
-
-
- I remember the manual (of all things) saying you _make_ a state called
- DEFAULT, but then you don't _use_ it
-
-
- Date: Tuesday, 11 July 1995 15:59:21
- Subject: Windows 95 times
- From: CyberMer@aol.com
-
-
- ----------------------------------------------------------------------------
-
- QVC will be premiering Windows 95 of Saturday the 15th at 6pm est. for
- Advanced orders. It will be a 90 min presentation
-
-
- Date: Tuesday, 11 July 1995 16:10:03
- Subject: (Useless) Imagine 3.3 compliments and complaints
- From: aciolino@rrddts.donnelley.com
-
-
- ----------------------------------------------------------------------------
-
-
- There is nothing in this post relating to improving Ray Tracing
- ability. Read if you have time to kill.
-
- -AC
-
- ---------------------------------------------------------------------
-
- Usually, I spend my time in Imagine fighting the settings and such,
- but after 3.3 arrived I was OVERJOYED with the preview settings
- window!
-
- Imagine is getting MUCH closer to a professional system version by
- version!
-
- Of course, it still has a ways to go to compete in a commercial
- market, but it is definitely one of the best graphics packages I have
- in my arsenal.
-
- What stunned me the most: The page that came with the PC version
- documentation was actually pretty well written (by Imagine
- Standards...the one of the paragraphs was still too wordy, but hey...)
- and I do believe it looked spell checked! Almost stunningly
- professional-like!
-
- I also notice that it took me about 1 hour to create and render a
- mountain and cloud scene that I thought up. Usually, this type of
- action would take 2-3 hours touching up the textures and colors. With
- the preview feature in place, it's so easy to actually see your
- textures and colors! No more renderings just to see what you THINK it
- looks like.
-
- Between the improved deformations, the object interface improvements,
- the texture/brush improvements, improved scanline primitives (sphere
- in particular) and the ON-SCREEN renders, there was a lot to play
- with!
-
- All in all, I was very impressed with Imagine again. I Love the
- Updates, and can't wait to get 4.0, hoping that there will be an NT
- version someday!
-
- Now, the down side:
- 1) The Object requestor, when requesting a new texture, brings up a
- dialog box right under the mouse. Pretty bad if a user clicks twice by
- mistake.
-
- 2) There was no obvious way to disable the on-screen render function.
- While I am not saying that it is or isn't possible (I haven't been
- able to, but I haven't tried too hard), I AM saying that cryptic
- answers for something that is very obvious is not a good answer. To
- rephrase: Before I get reamed by "Here's how, you moron", I'm saying
- that for something so obvoiusly different between versions, there
- should be somewhat of an obvious requestor to "default" to the
- previous versions' method.
-
- Why do I care about this? I don't know if anyone looked last, but
- placing a pixel (or a scanline) on a video screen actually TAKES CPU
- TIME away from the render. Hopefully, Impulse has a super optimized
- cross-platform solution that doesn't chew CPU time, but if they did,
- then they'd probably mention it. I didn't see it, and though it might
- be worth mentioning.
-
- 3) The docs that were sent didn't really explain what is new and old.
- Without going through the docs sent (which were many), you won't find
- out what is new in detail. It looks as if Impulse has thier final
- package ready for shipping, since now we get on-line docs in a
- subdirectory. An improvement, but the "What's new" doc is lacking.
-
-
- Date: Tuesday, 11 July 1995 18:26:17
- Subject: Re: Melting
- From: Kelly Computer Consultants <kcc@wariat.org>
-
-
- ----------------------------------------------------------------------------
-
- Glenn Lewis wrote a nice utility that creates the intermediate stages of
- a meltdown for any object. It's really cool.
-
- You can reach Glenn at: glewis@pcocd2.intel.com
-
- Doug Kelly
- Kelly Computer Consultants
-
- On Tue, 11 Jul 1995, Rune Jacobsen wrote:
-
- > I'm kind'a new to Imagine, and currently I'm only sitting around trying
- > out some cool ideas for animation. So I found one thing that would be
- > cool. If some sort of object (anything goes, perhaps something with a
- > lot of different surfaces) should "melt" in an animation - something
- > like a reverse "T1000-off-the-floor-in-T2" deal. I don't know if there
- > is a function for this yet, but it shouldn't be too hard to implement.
-
-
-
- Date: Tuesday, 11 July 1995 19:09:07
- Subject: Imagine 3.3 arrives in England
- From: Wayne Waite <Wayne@waitey.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Just a quick post to let everybody know that Imagine 3.3 has arrived in
- England, so check those mail boxes fellow Europeans.
-
- Cheers
-
- Wayne
-
-
- --
- ~===========================================================================~
- Wayne Waite - Wayne@waitey.demon.co.uk (Personal)
- Bradford, West Yorkshire, England
-
- ~===========================================================================~
-
-
-
- Date: Tuesday, 11 July 1995 20:00:14
- Subject: Melting
- From: rune.jacobsen@bbs.oslohd.no (Rune Jacobsen)
-
-
- ----------------------------------------------------------------------------
-
- [Warning: Newbie-alert. Please don't kill me if this topic has been
- discussed on the list without me knowing]
-
- I'm kind'a new to Imagine, and currently I'm only sitting around trying
- out some cool ideas for animation. So I found one thing that would be
- cool. If some sort of object (anything goes, perhaps something with a
- lot of different surfaces) should "melt" in an animation - something
- like a reverse "T1000-off-the-floor-in-T2" deal. I don't know if there
- is a function for this yet, but it shouldn't be too hard to implement.
- If the outermost points of the object dropped first, and all the points
- started to drop towards the ground, slower as you got nearer the middle,
- all while surface-morphing into some chrome-like material, it would
- look great, I think. But then again, I've never tried it..:)
-
- Does anyone know if there is a way of doing this, or a way of implementing
- this as a "macro" of some sort?
-
- Sersjant Rune Jacobsen - shitlips@oslohd.no - BotsB Developer ###########
- X-Phile - Simpsonite - Ren&Stimpy fan - Amiga User since 1988 #Rosenborg#
- A4000/040 540MB HD 18MB RAM IDEK 15" MultiFlat Intel Outside # forever #
- SigOp ->BotsB<- Sumpen Caf
-
-
- Date: Tuesday, 11 July 1995 21:22:27
- Subject: Re: States???
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-09 03:11:05 EDT, blaq@io.org (Charles Blaquiere)
- writes:
-
- >1) Which version of Imagine do you use? Early implementations of States
- >did not memorize texture parameters or brushes correctly.
- >
- >2) Never use the DEFAULT state in an animation. Make a duplicate state,
- >call it something like START, and use _that_ instead.
- >
- >
-
- Does this mean you should not create the DEFAULT State, or should you create
- it, and then create another one called START and use it instead, because when
- you first go in to create a state, DEFAULT is the name that's already in the
- requester.
-
- S.G.
-
-
- Date: Tuesday, 11 July 1995 21:38:57
- Subject: Re: Virtual Mem
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-10 01:45:12 EDT, you write:
-
- >G'day...I'm new to this IML so pls be patient.
- >
- >
- >
- >I have a DX2-66, 8Megs of ram, and Imagine V2.0.
- >
- >I was wondering wether there is a program that can use the hard
- >
- >disk drive as a virtual memory, without running a memory manager
- >
- >and / or windows. It gets pretty annoying when I run outof
- >
- >memory when using the quickrender function.
- >
- >
- >
- >Thanx.
- >
- >Victor Sarmiento. (vems)
-
- There is a program called Ram Doubler that apparantly has gotten some good
- reviews. I saw an ad for it in a computer mag. It said that it was
- available for windows and mac, so I don't know if it works in dos as well.
- If anyone has tried this program I would be interested in hearing your
- comments. Apparently it uses memory management along with virtual memory and
- compression to achieve its results with virtually no slow down.
-
- S.G.
-
-
-
-
- Date: Tuesday, 11 July 1995 22:04:23
- Subject: Re: States???
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: SGiff68285@aol.com
- >
- > Does this mean you should not create the DEFAULT State, or should you
- > create it, and then create another one called START and use it
- > instead, because when you first go in to create a state, DEFAULT is
- > the name that's already in the requester.
-
- It means you should always _create_ a state called DEFAULT, but never _use_
- it in an Action editor Actor bar morph.
-
- By the way, are you able to reply _only_ to the IML? It would avoid my
- getting two copies of your message. Thanks.
-
-
-
- Date: Tuesday, 11 July 1995 22:05:49
- Subject: Tip for Amiga users
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Drew_Perttula@altabates.com
- >
- > remember, whenever you get an annoying "overwrite" box or "save
- > quickrender" requester that's just too far away from your mouse
- > to be comfortable . . . . . hit L-Amiga-C for the lefthand
- > button and L-Amiga-V for the righthand one.
-
- It's LeftAmiga-V and B for the left (OK) and right (Cancel) buttons,
- respectively.
-
-
-
- Date: Tuesday, 11 July 1995 22:08:56
- Subject: Upgrade rates
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: gregory denby <gdenby@mozart.helios.nd.edu>
- >
- > I'll stop before I start sounding like an ad.
-
- Then I'll take over! <g> Imagine 2.0 users, please, PLEASE do yourselves
- a favor and find the $100 to upgrade to 3.0, or the $200 to upgrade to
- all versions up to and including 4.0. They make Imagine 2.0 look like
- some half-baked freeware concoction. Knowing what I do now, I wouldn't
- be caught _dead_ using 2.0; it would be cruel and inhuman punishment.
-
-
-
- Date: Tuesday, 11 July 1995 22:09:33
- Subject: V3.0 prob. Sorry 8-)
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: yrod@ozemail.com.au
- >
- > Hi, I've just noticed something, I can't find the sky blending thing in
- > the globals in action (v3.0). Is it gone for good, or am I blind?
-
- That's because sky blending is now fixed at 255.
-
-
-
- Date: Tuesday, 11 July 1995 22:10:25
- Subject: Re: Wishlist -- More output formats
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
-
- >
- > Definitely JPEG input as brushmaps! Maybe also JPEG and MPEG
- > output, although many seem to believe this to be impractical.
- >
- i dont think this would be much use as output though to be able to read and
- convert jpegs would be quite practical it would save alot of jumping around
- converting that cloud.jpg and saving it out again though this is exactly what
- pegger does
- probably best to let imagine get on with the rendering and use a image
- processor that way there will no compromise in features etc
-
- duncan
-
-
- ..............................................................................
- .. .
- .. dunc@eraser.demon.co.uk .
- .. .
- ..............................................................................
-
-
- Date: Tuesday, 11 July 1995 22:12:07
- Subject: Re: Wistlist -- Combine forms and spline editors
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
- ,
-
- > There should definitely be 3D splines available in the Forms
- > Editor (or perhaps drop both the current Spline and Forms editors,
- > and combine the features of both into a new, "Organic Editor").
- > Many organic objects, such as heads (whether human or
- > Tyrannosaurus rex) are just too complex to be easily done in the
- > existing Forms editor, but could be done in a flash if 3D spline
- > editing were available.
- >
- definitly
-
- lets have it in v4
-
-
- ..............................................................................
- .. .
- .. dunc@eraser.demon.co.uk .
- .. .
- ..............................................................................
-
-
- Date: Tuesday, 11 July 1995 22:12:12
- Subject: VIEW
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Red Hawk <qua1397@cdc700.cdc.polimi.it>
- >
- > I have compare a Rendering with the things that I see in camera view....
- > they aren't the same............
-
- Well, if "Camera view" is checked in the menus, there can't be a
- difference in views. I assume the difference you see is due to different
- rendering modes selected for quickrenders vs. your current subproject.
- For example, if Preferences shows quickrenders set to scanline, and you
- render in trace mode in the project editor, then of course the two will
- look different.
-
- If this is not the answer, please give us more information: how exactly
- are the two different?
-
-
-
- Date: Tuesday, 11 July 1995 22:13:46
- Subject: Wishlist - New addition - Move Bone
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- I have an addition to make to the wishlist -- "Position Bone".
- I am beginning to really experiment with bones now, and I am
- discovering how crucial it is that the bones are in exactly the
- right positions with respect to their subgroups in order to make
- each subgroup move correctly when its bone is moved. Currently,
- there's no way (so far as I can make out) to see a particular
- subgroup and move its bone at the same time. The "Position Bone"
- function would display a subgroup and allow you to move its bone
- to the correct position.
-
-
- -- Dave
-
-
- P.S. Please let me know if I am wrong about any of what I have said here.
-
-
-
- Date: Tuesday, 11 July 1995 22:13:56
- Subject: Wishlist -- ASL Requesters
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: DAVEH47@delphi.com
- >
- > (e.g. I HATE hitting <Amiga-S> on the keyboard, then having to reach for
- > the mouse in order to click the "Yes" gadget in "Overwrite Existing
- > File?" requester!)
-
- Then just do what I do: LeftAmiga-V for "OK", LeftAmiga-B for "Cancel".
-
-
-
- Date: Tuesday, 11 July 1995 22:15:59
- Subject: Wishlist - New addition - Animate control panel
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- One more for the wishlist -- Currently, when in "Play Big" mode in
- Stage Editor "Animate" or Detail Editor "State Anim" a new screen
- is opened to play the animation, but the Control Panel is still on
- the Imagine main screen, where it cannot be easily reached.
-
- Impulse, PUT THAT ANIMATION CONTROL PANEL (IN A DRAGGABLE WINDOW)
- ON THE SAME SCREEN AS THE ANIMATION, PLEASE!!!
-
- Whew, glad to get that off my chest.
-
- -- Dave
-
-
- P.S. This applies to the Amiga version.
-
-
-
- Date: Tuesday, 11 July 1995 22:16:58
- Subject: Wishlist -- Hair texture
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: DAVEH47@delphi.com
- >
- > I would also like a feathers texture and variant scale textures,
- > i.e. overlapping fish's scales vs. bumpy lizard's scales vs.
- > scuted archosaur's (dinosaur-crocodile-bird) scales.
-
- Essence II has a nice "Scales" texture which looks like shingles that
- have a double-spline curve to them, similar to the bottom of a heart
- symbol. Tons of parameters are available for you to play with, including
- a random shape variation and random brightness variation. The manual
- says this texture "can produce features that look like fish scales,
- chain mail armor, dragonhide, or feathers."
-
-
-
- Date: Wednesday, 12 July 1995 01:21:47
- Subject: Re: One minor wish
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- On Mon, 10 Jul 1995 Valleyview@aol.com wrote:
-
- > Right mouse button? I called Impulse awhile back about that same possibility
- > and was assured that I was the only person using Imagine that had a mouse
- > with more then one button. And because noone else had a right mouse button
- > that they won't add it's use.
- > Boy, now theres two of us!
- >
- > Rick
- >
-
- Well, how could poor Rick be the only one of us who has a mouse with only
- two buttons? Shoot me for stupidity, but I thought the Macintosh platform
- was the only one whose mouses had one button? Amiga mouses had two
- buttons last time, and I think most (if not all) PC mouses had two
- (sometimes three) buttons. 8-)
- One thing though, when you are using an Amiga, when you press the right
- mouse button the menus appear.
-
- Rod "Young" Macey
- yrod@ozemail.com.au
-
- "Sometimes the hard way is the only way!"
-
-
-
- Date: Wednesday, 12 July 1995 01:30:40
- Subject: Re: Wishlist -- More output formats
- From: Glenn-EWS@express-way.com (Glenn Nielsen)
-
-
- ----------------------------------------------------------------------------
-
- In <Pine.LNX.3.91.950711005543.11573B-100000@moose.erie.net>, Ian Smith
- <iansmith@moose.erie.net> writes:
- > On Mon, 10 Jul 1995 DAVEH47@delphi.com wrote:
- > > >Which ones ? stills or animations ?
- > >
- > > Definitely JPEG input as brushmaps! Maybe also JPEG and MPEG
- > > output, although many seem to believe this to be impractical.
- >
- > I'd rather have an external program make my MPEG animation for me.
- > There are already many good converters out there.
- >
- > But I *want* to be able to load JPEGs as burhmaps and save rendered
- > images as JPEGs too. That would be nice...
- >
- > --
- > IanSmith@moose.erie.net Visit Below! :-)
- > My HP48/Imagine/ImageMaster Page --> http://moose.erie.net/~iansmith/
- > Come and stop by Africa Imports! --> http://www.cyberenet.net/~africa/
- >
-
- If you are using Imagine on an Amiga you can use the commercial program
- PEGGER to do all of the above JPEG stuff. With PEGGER you can JPEG compress
- your frames as they are rendered, allow you to load JPEG'd texture maps,
- and load greyscale JPEG's to use as bumpmaps. Also PEGGER supports the
- Imagine 24 bit image file format and Targa.
-
-
- ---------------- Glenn Nielsen ------------------
- -< Life is too short for a dull computer, Amiga >-
- Glenn-EWS@express-way.com
- CIS: 75115,444 BIX: expressway PORTAL: Glenn-EWS
-
-
-
- Date: Wednesday, 12 July 1995 01:40:33
- Subject: Re: tip for Amiga users
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
- Hi Drew_Perttula,
-
- >
- > remember, whenever you get an annoying "overwrite" box or "save
- > quickrender" requester that's just too far away from your mouse to be
- > comfortable . . . . . hit L-Amiga-C for the lefthand button and
- > L-Amiga-V for the righthand one.
- >
- > (maybe it's 'x' and 'c' instead of 'c' and 'v'--- I just hit
- > L-Amiga-Z-X-C-V... until something happens :)
- >
- or get ARQ from aminet and just hit enter (delete Qrender) or ESQ
- (keep Qrender) or is it the other way ?
-
- duncan
- ..............................................................................
- .. .
- .. dunc@eraser.demon.co.uk .
- .. .
- ..............................................................................
-
-
- Date: Wednesday, 12 July 1995 01:48:19
- Subject: Re: States???
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
- Hi SGiff68285,
-
- > In a message dated 95-07-09 03:11:05 EDT, blaq@io.org (Charles Blaquiere)
- > writes:
- >
- > >2) Never use the DEFAULT state in an animation. Make a duplicate state,
- > >call it something like START, and use _that_ instead.
- > >
- > >
- >
- > Does this mean you should not create the DEFAULT State, or should you create
- > it, and then create another one called START and use it instead, because when
- > you first go in to create a state, DEFAULT is the name that's already in the
- > requester.
- >
- i think it means never use the default state create it but forget about it
- and use start/one/standing/ready or what ever you call them/it (this is
- mostly for bones as bones takes DEFAULT for a reference)
-
- duncan
- ..............................................................................
- .. .
- .. dunc@eraser.demon.co.uk .
- .. .
- ..............................................................................
-
-
- Date: Wednesday, 12 July 1995 01:49:50
- Subject: V3.0 prob. Sorry 8-)
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Hi, I've just noticed something, I can't find the sky blending thing in
- the globals in action (v3.0). Is it gone for good, or am I blind?
-
- YES!!! I will upgrade (GD&R)
-
- Rod Macey --
- yrod@ozemail.com.au ----
- "Sometimes the hard ------
- way is the only way" --------
-
-
-
-
-
- Date: Wednesday, 12 July 1995 03:33:08
- Subject: Re: Wishlist - some more
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- 1 Support for multiple button mice. Enough said.
-
- 2 Multiple configured user gadgets.
- In order to use menus as little as possible, and keep from getting too many
- buttons on the screen at the same time have differant button sets according
- to the work you are doing at the time. For example in the detail editor -
- one set of buttons to do modeling (add primatives, deformation tools, states,
- attributes, etc.), another set to work with bones ( add axis, subgroups,
- update, etc), maybe a general use button set.
-
- 3 Type in coordinates and relative coordinates.
- If you want a line in a certain place you type its exact starting point and
- the next point entry could be relative to the first, such as 4 units in the x
- direction. Now you have to know the position of your first coords and
- subtract or add to figure out where the next one goes.
-
- 4 In the action editor a multiple paste button.
- Example you have a 100 frame animation and want to repeat a 10 frame timebar
- 9 more times. Copy it and hit multi-paste and tell it how many times or ....
-
- 5 Till the End as an entry for last frame in time bar requesters.
- I always start with my animations too short. After I look at them I double
- the amount of frames and then have to modify every timebar for every object.
- Till the End in last frame box would automatically lengthen timebars till
- last frame.
-
- Rick
-
-
-
- Date: Wednesday, 12 July 1995 03:33:10
- Subject: Re: Right Mouse button
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Boy, was I suprised at the amount of responses over my comments about mouse
- buttons. To those that couldn't tell it was supposed to be a sarcastic
- comment. I must have a dry sense of humor:) I didn't think they made one
- button mice (mouses?) since the dinosaurs used computers ( I have a three
- button mouse on a PC). That was my point to Impulse that everyone could use
- more mouse functions. My wish would have been for programmable mouse buttons
- built into Imagine and not another TSR program. I was told by Impulse that
- not many people use multi-button mice. While I didn't know about dragging
- both buttons in the perspective window, which is a nice feature and I thank
- whoever passed it along, using the right button to call up the menus is
- nothing IMHO as all other programs I use always have the menus showing. I
- think the mouse could be a more efficient tool.
-
- Rick
-
- PS - Don't forget digitzer pucks which have, I believe, 10 buttons.
-
-
- Date: Wednesday, 12 July 1995 03:33:11
- Subject: Re: Virtual Mem
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I've looked and there are about three products similar to Ram Doubler. They
- all are for windows and not for DOS. Haven't used them but they sound like a
- good thing.
-
- Rick
-
-
- Date: Wednesday, 12 July 1995 03:33:12
- Subject: Re: Making Imagine pay....
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- All of the projects listed have sounded pretty impressive. One other point I
- would be interested in is how did you all ( I live in the south now) get
- started. How did you make your first contacts and get your first jobs.
- Thanks
-
- Rick
-
-
- Date: Wednesday, 12 July 1995 05:01:00
- Subject: To PC'ers
- From: m.rubin9@genie.geis.com
-
-
- ----------------------------------------------------------------------------
-
-
- For those of you who have used Imagine on both platforms:
-
- Should I assume that Imagine eats memory on both platforms pretty much
- equally? That is, if I am happy with an Amiga w/16Megs, will I be
- equally happy with a 16 Meg PC?
-
- (Please, no flame war, this is just a question about Imagine's memory
- usage from someone who is expanding a college Amiga lab in the PC
- direction).
-
- Floater
-
-
-
- Date: Wednesday, 12 July 1995 06:04:46
- Subject: Animating Textures
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
- ermm this might be stupid but i cant animate a texture whats the correct
- procedure ive made a default plane applied the spark texture locked the
- state in the atributtes now
-
- do i just set the dist travelled to 1.0 and it will auto animate ?
- if so this will be the default state ermm i want it all warped out
-
- or
-
- do create a state with the dist travelled at 0.0 and then create another
- state with it set to 1.0 and morph the two of them (and maybe a few between)
-
- im doing the second ive previewed a few frames and there seems to be alot
- of movement but it doesnt seem to be an animation random is the word i think
- im looking for
-
- im using 3.3 :) BTW
-
-
- TIA
-
- duncan
-
-
- ..............................................................................
- .. .
- .. dunc@eraser.demon.co.uk .
- .. .
- ..............................................................................
-
-
- Date: Wednesday, 12 July 1995 06:36:50
- Subject: Re: States???
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello S.G., on Jul 11 you wrote:
-
- > Charles Blaquiere wrote:
-
- > >2) Never use the DEFAULT state in an animation. Make a duplicate state,
- > >call it something like START, and use _that_ instead.
-
- > Does this mean you should not create the DEFAULT State, or should you create
- > it, and then create another one called START and use it instead, because when
- > you first go in to create a state, DEFAULT is the name that's already in the
- > requester.
-
- The DEFAULT state is a special one that is required when using Bones. It
- is'nt a morphing state like the others and therefore should'nt be used in
- the Action Editor. You could consider it to be a reference point for all
- the other states. You can call your first state anything when not using
- Bones. If you want to morph to the DEFAULT state in a Bones object, create
- a Clone of it first and call it something like START or MAIN then morph to
- it.
-
- -- Bob
-
-
- Date: Wednesday, 12 July 1995 06:46:19
- Subject: Re: tip for Amiga users
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Drew_Perttula, on Jul 11 you wrote:
-
- > remember, whenever you get an annoying "overwrite" box or "save
- > quickrender" requester that's just too far away from your mouse to be
- > comfortable . . . . . hit L-Amiga-C for the lefthand button and
- > L-Amiga-V for the righthand one.
- >
- > (maybe it's 'x' and 'c' instead of 'c' and 'v'--- I just hit
- > L-Amiga-Z-X-C-V... until something happens :)
-
- It's L-Amiga-v (left), L-Amiga-b (right). Handy when checking the integrity
- of a large group of objects.
-
- BTW. you can turn the overwrite warning off in Preferences.
-
- -- Bob
-
-
- Date: Wednesday, 12 July 1995 07:24:36
- Subject: Re: VIEW1
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Red, on Jul 11 you wrote:
-
- > I have compare a Rendering with the things that I see in camera view....
- > they aren't the same............
-
- Can you be more specific?
-
- I assume you mean you have lost part of your image at the edges. It could
- be your aspect ratio in the Rendering Presets is incorrect.
-
- -- Bob
-
-
- Date: Wednesday, 12 July 1995 07:41:46
- Subject: Re: Wishlist -- Improved starfield
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello DAVEH47, on Jul 10 you wrote:
-
- > Specifically, I would like the ability to give the stars a random
- > range of grey values (simulating the varying brightnesses of real
- > stars in the sky; and to optionally concentrate the stars'
- > positions towards a plane ("Milky Way" effect) or a point
- > ("Globular Cluster" effect).
-
- I mentioned this some time ago and received an email from Mike Halvorson
- asking what should be "tweaked", as I put it. I have mentioned the range of
- grey values and perhaps slightly flaring stars. It's nice to know that
- these postings are taken on board by Impulse, but I don't think Stars are a
- priority. These features would be nice but how often does anyone render a
- starfield?
-
- -- Bob
-
-
- Date: Wednesday, 12 July 1995 07:59:08
- Subject: Re: Wishlist -- More output formats
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Richard, on Jul 11 you wrote:
-
- > I think that a built-in mpeg encoder would be great, especially if you
- > could render one frame, have it added to the mpeg animation, and then have
- > it deleted(like the way that flc's work right now). You could create
- > huge animations with very little disk space.
-
- I wish I were that confident with my output that I would'nt mind my frames
- being deleted as soon as they were created :-)
-
- Of course if it were an option to toggle on/off, fine.
-
- Just a thought, if you can vary the compression of mpeg's the same as
- jpeg's could you store your frames in an mpeg anim then extract a
- particular frame and get a reasonable quality pic. I believe this is a
- feature of the PAR for storing and retrieving single images.
-
- -- Bob
-
-
- Date: Wednesday, 12 July 1995 08:10:28
- Subject: Re: SITES-GFX
- From: sharky@aloha.com
-
-
- ----------------------------------------------------------------------------
-
- On 9 Jul 1995, Granberg Tom wrote:
-
- > Okay some kool sites.
- >
- > http://www.3dartist.com
- > http://www.tgax.com/3dartist.htm
- >
- > http://www.websharx.com:80/~kinda/mainmenu.html -this is Steven Blackmon's
- > http://www.websharx.com/ - I think this is sharky's
- > http://www.websharx.com:80/ -Or this?
- >
- Aloha Folks!
-
- Both of the listings above should work although just www.websharx.com
- without the port :80 should work just fine.
-
- What does bear mentioning is the fact that Steve has only had access to
- my server since June 30th, and has blown me away with how fast he picked
- up the nuances of making a nice web presentation. His PC imagine texture
- tools are there as well as some cool tips and tutorials on the shredder
- effect and extruding tubes. His STARS starfield rendering stuff will be
- there shorlty and I'm sure that would be of interest to most Imagineers.
- Not to mention his cool imagery, and the infamous seasnake animation.
-
- GreG tsadilas has a page set up there too at www.websharx.com/~greg and
- on the server's main page I'm slowly building links to other graphics
- stuff. There's also a registry link where you can fill out a form with a
- description of your page, and I'll link it with other pages. I'm still
- working out the mechanics of building the database so it's a semi-manual
- effort, but fun nonetheless. If you'd like a link, just fill out the form
- and give me a day or two to check it out (so I can make sure you don't
- have pictures of yourself doing unnatural things to barnyard animals). :-)
-
- Aloha,
- Sharky
-
- sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky
- WebSurfer & Fun Guy,Funky __/ \ >*< Hawaii Related Links and Etcetera's
- WWW Page Designs, ____/ ) | ^ 3D Modelling & Animation Art,Objects,
- Tech. Planning /\_____/ } \ NOTE:Pages still under construction
- ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
-
-
-
-
- Date: Wednesday, 12 July 1995 08:16:20
- Subject: Re: Windows 95
- From: sharky@aloha.com
-
-
- ----------------------------------------------------------------------------
-
- On Mon, 10 Jul 1995 CyberMer@aol.com wrote:
-
- > In a message dated 95-06-14 22:01:04 EDT, you write:
- >
- > >Also, Impulse gets trashed for being a little late on release dates. Money
- > >doesnt mean anything, look at Microsoft, they are huge, they have been
- > >promising for 2 years a new operating system and where the hell is it.
- > >
- > >
- > Advanced order for Windows 95 will be taken by QVC (the other Home Shopping
- > Network) some time this or next week, I'll let you know the price and exact
- > date later.
- > Imagine runs great under Win 95.
-
- Under Windows 95? or do you have completely go out to DOS to do it like
- for some games and programs that aren't completely compatible with Win95?
-
- Just checking...
-
- Aloha,
- Sharky
-
- sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky
- WebSurfer & Fun Guy,Funky __/ \ >*< Hawaii Related Links and Etcetera's
- WWW Page Designs, ____/ ) | ^ 3D Modelling & Animation Art,Objects,
- Tech. Planning /\_____/ } \ Home Server:http://www.websharx.com
- ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
-
-
-
-
- Date: Wednesday, 12 July 1995 11:48:24
- Subject: Re: To PC'ers
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- Floater asks:
-
- >Should I assume that Imagine eats memory on both platforms pretty much
- >equally?
-
- Yes. I have measured the exact usage, but there is at most a few hundred
- K differance, URK, the previous line should read "I haven't measured..."
-
- Greg Denby
-
-
- Date: Wednesday, 12 July 1995 11:57:20
- Subject: Re: Upgrade rates
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Tue, 11 Jul 1995, Charles Blaquiere wrote:
-
- > > From: gregory denby <gdenby@mozart.helios.nd.edu>
- > >
- > > I'll stop before I start sounding like an ad.
- >
- > Then I'll take over! <g> Imagine 2.0 users, please, PLEASE do yourselves
- > a favor and find the $100 to upgrade to 3.0, or the $200 to upgrade to
- > all versions up to and including 4.0. They make Imagine 2.0 look like
- > some half-baked freeware concoction. Knowing what I do now, I wouldn't
- > be caught _dead_ using 2.0; it would be cruel and inhuman punishment.
- >
-
- I got my copy of 2.0 with 3d Modeling Lab and in the back they offer an
- upgrade to 3.0 for $300. Do I have to pay $300 to upgrade since I
- originally got the book and 2.0 for $50? Or, will Impulse let me upgrade
- directly through them. I think part of the problem is that the book
- doesn't come with a registration card in the back, only a card to upgrade
- for $300. If I can, I would like to get the upgrade that includes 4.0.
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Wednesday, 12 July 1995 13:00:17
- Subject: Re[2]: Virtual Mem
- From: aciolino@rrddts.donnelley.com
-
-
- ----------------------------------------------------------------------------
-
-
-
-
-
-
- I've looked and there are about three products similar to Ram Doubler. They
- all are for windows and not for DOS. Haven't used them but they sound like a
- good thing.
-
- Rick
-
- After playing with a few of these packages, I can say that there was
- no noticible difference in memory vs. Windows resources.
-
- So as not to get off Imagine subjects, if there is more information
- sought after, I can write later.
-
- -AC
-
-
- Date: Wednesday, 12 July 1995 13:00:48
- Subject: Re[2]: Wishlist -- More output formats
- From: aciolino@rrddts.donnelley.COM
-
-
- ----------------------------------------------------------------------------
-
-
- Keep in mind: Impulse wants to have solutions for both platforms.
- Amiga alone isn't a good solution (In response to PEGGER for JPEG
- stuff)
-
- -AC
-
-
-
- Date: Wednesday, 12 July 1995 13:11:13
- Subject: Re: Upgrade Plan
- From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES)
-
-
- ----------------------------------------------------------------------------
-
- >
- > Hello All,
- > I bought Imagine 3.0 almost a year ago from Meridian
- > Distribution, but they did not include an option to upgrade to future
- > versions. Does anybody know how I can apply for the continual upgrade
- > plan in the UK? I realize we are on version 3.3 already, but from what
- > I've heard, it still seems worthwhile.
-
- Hi Stu,
- I get my Im3.0 from the upgrade offer of Amiga Format, and after
- asking and reading a lot about the upgrade program to 4.0 i made a VISA
- and send my number with a petition of geting the constant upgrade prog.
- 20 days later i received Im3.1 & im3.2.
- That's my personal experience.
-
- PS: All this history has one meaning, send a letter to Impulse with
- some method of payment for the $100 and you will get the 3.1-3.3
- :)
-
- --
- email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :)
-
- NOTE: .Sig under reconstruction ....
-
-
- Date: Wednesday, 12 July 1995 13:18:56
- Subject: RE:Imagine vs Hercules Stingray video card
- From: billd@ne.com.au (Bill Dimech)
-
-
- ----------------------------------------------------------------------------
-
- In reply to my original request Chris Hall wrote...
-
- >I had a problem were Imagine would not detect my card. It is a Cirrus 5434
- >PCI. I got hold of univbe 5.1 (The latest version), installed it and all my
- >problems were solved. It only takes up about 8K of memory but it is
- >unfortunatly shareware so unless you register it it does switch off after 21
- >odd days and puts up nag screens on boot up. It is about 600K to download
- >and the file is called univbe51.zip. Hope this helps.
- >Chris Hall.
-
- Thanks Chris,
- Just after posting the mail I found univbe5.1a. This almost fixed the
- problem. Imagine got the colours right but unfortunately I don't thing
- univbe properly supports the card and the display is unviewable. (Now I
- have to contend with univbe not be compatible with my Stingray Card. I'll
- get there eventually I guess. I wrote to the univbe guys to see if they can
- help.. weel see what happens).
-
- In the mean time I will Quickrender in 256 colours (YUK!!).
-
- Regards BillD
- Don't Ponder..... Imagine!!
-
-
-
- Date: Wednesday, 12 July 1995 16:18:00
- Subject: Re: Re: One minor wish
- From: Michael North <IBTLMAN@MVS.OAC.UCLA.EDU>
-
-
- ----------------------------------------------------------------------------
-
- > Actually, you can use right mouse button in the perspective window to
- > rotate view around the third axis. First press left mouse button,
- > then hold it down and press right and move the mouse.
-
- This is on the Amiga, right? My right mouse button (IBM PC, Imagine
- 3.3) doesn't do anything like this.
-
- Michael
-
-
- Date: Wednesday, 12 July 1995 16:22:00
- Subject: Re: Re: Virtual Mem
- From: Michael North <IBTLMAN@MVS.OAC.UCLA.EDU>
-
-
- ----------------------------------------------------------------------------
-
- > I've looked and there are about three products similar to Ram Doubler. They
- > all are for windows and not for DOS. Haven't used them but they sound like a
- > good thing.
-
- RAM doubler itself does not increase available RAM even in Windows.
- It helps manage system memory a little more efficiently so that you
- can keep more programs open at the same time. If you want to be able
- to, say, load larger files in Photoshop, it won't help.
-
- It looks like some of the other products, like Magna Ram, may be
- different, but the product descriptions are so cagey (and I think in
- the case of RAM Doubler downright misleading in the fine tradition
- of Microsoft's double talk about doublespace) that it's hard to tell.
-
- Michael
-
-
- Date: Wednesday, 12 July 1995 16:36:00
- Subject: Re: Re: Upgrade rates
- From: Michael North <IBTLMAN@MVS.OAC.UCLA.EDU>
-
-
- ----------------------------------------------------------------------------
-
- > I got my copy of 2.0 with 3d Modeling Lab and in the back they offer an
- > upgrade to 3.0 for $300. Do I have to pay $300 to upgrade since I
- > originally got the book and 2.0 for $50? Or, will Impulse let me upgrade
- > directly through them. I think part of the problem is that the book
- > doesn't come with a registration card in the back, only a card to upgrade
- > for $300. If I can, I would like to get the upgrade that includes 4.0.
- >
-
- You're going to have to pay $300 to go to 3.0 and then another $100
- for the constant upgrade plan, now up to 3.3. Just call Impulse
- in either case. Don't mess with the card.
-
- And, by the way, Charles is absolutely right. By now, at 3.3, Imagine
- is virtually a different program than it was at version 2.0. If you
- can possibly swing it, do the upgrade.
-
- Michael
-
-
- Date: Wednesday, 12 July 1995 16:52:17
- Subject: Re: Wishlist -- Improved starfield
- From: Ted Stethem <tstethem@linknet.kitsap.lib.wa.us>
-
-
- ----------------------------------------------------------------------------
-
-
- On Wed, 12 Jul 1995, Chris Hall wrote:
- >
- > How about making the stars stationary when you move the camera in anims? I
- > downloaded the enterprise from aminet, converted to work on my PC and
- > rendered a simple animation with the starfeild background. When I played it
- > back 1701d moved across the screen but the stars moved with the camera, ie.
- > they didn't look like they moved. I hope I've explained this so you can
- > understand?
- > Chris Hall.
- >
- > |-------------------------------------------|\
- > | You have been spoken to by ||
- > | Chris Hall ||
- > | A very tall and generally nice bloke from ||
- > | Great Briton ||
- > | ||
- > | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- > | Or try my WWW home page at : ||
- > | HTTP://www.cityscape.co.uk/users/ad87/ ||
- > | ||
- > | Today's lucky lottery numbers are :- ||
- > | 29 08 46 31 06 41 ||
- > | ||
- > |-------------------------------------------||
- > \-------------------------------------------\
- >
- This "broke" in V3.0 and was "fixed" in V3.1.
-
-
- Date: Wednesday, 12 July 1995 19:44:38
- Subject: Wishlist -- Improved starfield
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >>From imagine-relay@email.sp.paramax.com Tue Jul 11 04:36:17 1995
- >Date: Mon, 10 Jul 1995 21:27:00 -0400 (EDT)
- >From: DAVEH47@delphi.com
- >Subject: Wishlist -- Improved starfield
- >To: imagine@email.sp.paramax.com
- >X-Vms-To: INTERNET"imagine@email.sp.paramax.com"
- >
- >Specifically, I would like the ability to give the stars a random
- >range of grey values (simulating the varying brightnesses of real
- >stars in the sky; and to optionally concentrate the stars'
- >positions towards a plane ("Milky Way" effect) or a point
- >("Globular Cluster" effect).
- >
- > -- Dave
- How about making the stars stationary when you move the camera in anims? I
- downloaded the enterprise from aminet, converted to work on my PC and
- rendered a simple animation with the starfeild background. When I played it
- back 1701d moved across the screen but the stars moved with the camera, ie.
- they didn't look like they moved. I hope I've explained this so you can
- understand?
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Wednesday, 12 July 1995 19:44:48
- Subject: Re: Imagine vs Hercules Stingray video card
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- [snip]
- >I have Imagine 2.0 for the PC and 3.0 for the Amiga. I was wondering
- >how to get the PC version to show 24 bit quickrenders. I turned on
- >"Use Firecracker" but I still see dithering and some faint banding
- >on the quickrenders (esp. spheres). Any ideas? My card is a new ATI
- >Mach 64 PCI and seems to work fine with most other VESA progs I have.
- >Will I need univbe? Hope not.
- >
- >Cheers,
- >Stephen
- >____________________________________
- >Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
- >Sr. Software Engineer reward for doing it well is the
- >LB&M Associates opportunity to do it again."
- >____________________________________
-
- The use firecracker button is to do with the amiga only. Why the can't take
- it out of the PC version I don't know. I am not sure if I2.0 will display in
- 24-bit on the PC, perhaps someone can confirm this. You can try univbe but I
- don't think I2.0 has vesa support.
-
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Wednesday, 12 July 1995 19:44:54
- Subject: Im3.0 on PC, Preferences?
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- Whilst playing with the prefences editor in imagine I noticed 4 itmes at the
- bottom as follows :-
- default 15-bit vesa pixel spec
-
- Also one for 16,24 and 32-bit. What are these for and what effect do they
- have please?
-
- Cheers.
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Wednesday, 12 July 1995 19:57:44
- Subject: Re: tip for Amiga users
- From: Dave Rhodes <dave@darhodes.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Hi Drew and all..
-
- Drew_Perttula@altabates.com wrote:
-
- > remember, whenever you get an annoying "overwrite" box or "save
- > quickrender" requester that's just too far away from your mouse to be
- > comfortable . . . . . hit L-Amiga-C for the lefthand button and
- > L-Amiga-V for the righthand one.
- >
- > (maybe it's 'x' and 'c' instead of 'c' and 'v'--- I just hit
- > L-Amiga-Z-X-C-V... until something happens :)
-
- I just hit the Amiga sometimes...
-
- You could also use a prog called Arq which runs in the background, and
- replaces all the Amiga's native requesters with lovely animated ones,
- as well as those created by Imagine, or whatever, and - even better,
- they appear centre/center screen and can be accepted with the enter key,
- or rejected with escape. It's on Aminet, in utils/cdity/ as Arq something.
- I think I used to have it in my user-startup, as _brun arq_ or
- something. (I'm trying to go PC as well now).
-
-
- --
-
- ~===========================================================================~
- Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England -
- ---------------------------------------------------------------------------
-
-
- Date: Wednesday, 12 July 1995 20:14:14
- Subject: Re: vertual
- From: augioh4b@ibmmail.com
-
-
- ----------------------------------------------------------------------------
-
- --- Received from GITD.PSG024 216 4526 13JUL95 09.10
- -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM
-
- :I've looked and there are about three products similar to Ram
- Dou:all are for windows and not for DOS. Haven't used them but
- they :good thing.
-
- Thanks Rick, maybe I should just wait for Win95.d8) (assuming
- thatWin 95 does offer Virtual mem, and Imagine can run too.)
-
- Vic
- (vems) ... no tag ... just Me] d8)
-
-
- Date: Wednesday, 12 July 1995 20:15:26
- Subject: RE:Imagine vs Hercules Stingray video card
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >Thanks Chris,
- >Just after posting the mail I found univbe5.1a. This almost fixed the
- >problem. Imagine got the colours right but unfortunately I don't thing
- >univbe properly supports the card and the display is unviewable. (Now I
- >have to contend with univbe not be compatible with my Stingray Card. I'll
- >get there eventually I guess. I wrote to the univbe guys to see if they can
- >help.. weel see what happens).
- >
- >In the mean time I will Quickrender in 256 colours (YUK!!).
- >
- >Regards BillD
- >Don't Ponder..... Imagine!!
-
- In what way are they unviewable? If the screen is offset there is a
- progam called unicenter that can adjust all that. If you use it be careful.
- I broke my monitor with it !!! Until I get my SVGA monitor back I'm stuck in
- VGA !!!!!
- Cheers.
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Wednesday, 12 July 1995 20:32:39
- Subject: Starfield
- From: augioh4b@ibmmail.com
-
-
- ----------------------------------------------------------------------------
-
- --- Received from GITD.PSG024 216 4526 13JUL95 09.28
- -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM
-
- Bob, you wrote ...
-
- :these postings are taken on board by Impulse, but I don't think
- S:priority. These features would be nice but how often does
- anyone :starfield?
- :
- :-- Bob
-
-
- Well I think that since Imagine is supposed to mimick real life
- situations that it should have as much a function to get that
- "real" look. Starfields are just as important as any object
- drawn in Imagine wether commonly used or not...and I also think
- itjust adds that extra touch of proffessionalism to the
- package.d8)
-
- Vic
- No tag...just Me]]] d8)
-
-
- Date: Wednesday, 12 July 1995 21:05:29
- Subject: Re: Melting
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
-
- Someone wrote an article in Dr. Dobb's programming magazine that specifically
- did this.
-
- He had code that read Imagine's TDDD format and then wrote out several TDDD
- objects; one for each frame of the melting simulation.
-
- I can't recall which month it was, but it was about a year ago.
-
- Craig
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Wednesday, 12 July 1995 21:15:15
- Subject: Wishlist
- From: augioh4b@ibmmail.com
-
-
- ----------------------------------------------------------------------------
-
- --- Received from GITD.PSG024 216 4526 13JUL95 10.11
- -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM
-
- Here is one that I am not sure if v3.0 and above already have,
- buthere goes...
-
- How about a texture/effect called imperfection, ie. to give that
- 'real' look to a rendition.
-
- - some scratches highlighted with the light reflection,
- eg. scratches on the paintwork of a car, surface of steel...
- that circular scratches seen around the phong.
-
- - dirt/dust at random on plane or just around corners and edges,
- eg. occasional dirt or dust on a table, inside corner of the
- walls in a room, ...just look around you...nothing is really
- perfectly clean and straight.
-
- - this one may just be more of a query...but I noticed that when
- rendering an object on the floor, the shadow seems to all be of
- the same tone thru-out...how about shadows getting darker as
- it gets closer to the object.
-
- Anyway, please comment if these have been already discussed...
- coz I am only new here...Dave? (since u r noticably regular at
- raising some wishlists...d8) )
-
- VIC
- No tag...Just Me]]] d8)
-
-
- Date: Wednesday, 12 July 1995 21:25:34
- Subject: Wish list. Late entries.
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- 1) How about removing all the amiga buttons from the PC version? This would
- save a lot of hassle when you don't know what they are for and the manual
- doesn't tell you.
-
- 2) Make it work with emm386 on a PC. To stop me having to re-boot every time
- I go from windows to imagine or back.
-
- Cheers.
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Wednesday, 12 July 1995 22:01:26
- Subject: More Output Formats
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- More output formats could be added also with the external show hook I suggested
- a week or so ago, falling under the ability to send an image file, and possible
- control strings, to an external display/convert package. ADPro would work nice,
-
- and this would be easier to implement (I think) than internal support for half
- a dozen or more new image output formats.
- JN
-
-
- Date: Wednesday, 12 July 1995 22:02:13
- Subject: Upgrade to 3.x!!!!
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- Charles Blaquiere on Tue, 11 Jul 1995 writes:
- >...Imagine 2.0 users, please, PLEASE do yourselves
- >a favor and find the $100 to upgrade to 3.0, or the $200 to upgrade to
- >all versions up to and including 4.0. They make Imagine 2.0 look like
- >some half-baked freeware concoction. Knowing what I do now, I wouldn't
- >be caught _dead_ using 2.0; it would be cruel and inhuman punishment.
-
- I gladly paid the extra money to get Imagine 3.3 for the "Fill to Edge Line"
- function alone! It is unquestionably the greatest thing to come to
- computer graphics since the Flood Fill!
-
- (I am taking Computer Graphics/Animation classes in college; the good news
- is our Amiga Computer Lab uses Imagine; the bad news is it's Imagine 2.0!
- IT IS NO PICNIC! It is like in High School when I was forced to use a slide
- rule when the other classes were happily using pocket calculators!)
-
- -- Dave
-
-
- Date: Wednesday, 12 July 1995 22:11:41
- Subject: Virtual walkthru
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- How about full-screen perspective wireframe, which is normal now, but allow
- a single mouseclick to advance to the next frame, so you could do a frame-
- by-frame preview on the fly, manually controlled.
- JN
-
-
- Date: Wednesday, 12 July 1995 22:38:48
- Subject: Re: Improved Starfields
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- RByrne asks how many people use starfields, anyway?
- If starfields were given 10-20 man-hours of attention at Impulse, they might
- have alot of potential, and suddenly be over-used. How about defining the
- starfield to be a sphere, infinitely large, centered at the origin. Now,
- allow settings affecting star distribution relative to horizon and zenith, or ax
- es,
- and range of star colors (or even load a bitmap, and use it's colors to map
- to the stars). Because this would be primarily procedural and user-controlled
- instead of random, it could be far more flexible.
- JN
-
-
- Date: Wednesday, 12 July 1995 23:27:44
- Subject: Re: Rotoscoping
- From: ThreeDTV@aol.com
-
-
- ----------------------------------------------------------------------------
-
- is there any equivalent of DCTV on the pc ? Specifically looking for anything
- that digitizes greater than 640x480. thanx.
-
-
- Date: Wednesday, 12 July 1995 23:27:46
- Subject: IMPULSE
- From: ThreeDTV@aol.com
-
-
- ----------------------------------------------------------------------------
-
- A job well done gang! Loyalty is the best form of sincerity and despite the
- "fair weathers" you have proved your loyalty to me. I know this post reeks of
- sweetness but you deserve it. 3.3 is just plain awesome. Thanks.
-
-
- Date: Wednesday, 12 July 1995 23:30:24
- Subject: RE: Windows 95
- From: Joe Cotellese <joec@Ensoniq.COM>
-
-
- ----------------------------------------------------------------------------
-
- > Imagine runs great under Win 95.
-
- Under Windows 95? or do you have completely go out to DOS to do it like
- for some games and programs that aren't completely compatible with Win95?
-
- No, you must get completely out of Windows.
-
- Joe C.
-
-
-
-
-
-
-
- Date: Wednesday, 12 July 1995 23:42:38
- Subject: Re: Making Imagine pay....
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
- On Jul 11, 10:33pm, imagine-relay@email.sp.paramax.com wrote:
- >
-
- > How did you make your first contacts and get your first jobs.
-
- Cold calling of numbers in the yellow pages to try to get job interviews at
- local (DC) graphics facilities led to a suggestion (during an interview) that I
- join a local chapter of SIGGRAPH. This is the best thing for a new person
- trying to make contacts and do freelance work.
-
- Craig
-
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Wednesday, 12 July 1995 23:51:50
- Subject: Re: 24bit quickrenders in PC 2.0
- From: Stephen Wilkinson <wilks@lbm.com>
-
-
- ----------------------------------------------------------------------------
-
- Hello Chris,
-
- On Jul 12, 7:44pm, Chris Hall wrote:
- [snip]
- > The use firecracker button is to do with the amiga only. Why the can't take
- > it out of the PC version I don't know. I am not sure if I2.0 will display in
- > 24-bit on the PC, perhaps someone can confirm this. You can try univbe but I
- > don't think I2.0 has vesa support.
- [snip]
- >-- End of excerpt from Chris Hall
-
- Yeah, I knew the firecracker was an old Amiga 24bit board and thought
- Impulse might have used the analogy... Guess not :) They need to take that
- out.. That and the HAM button on the project requestor. Guess it's
- a little difficult to #ifdef it out :)
-
- Cheers,
- Stephen
- ____________________________________
- Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
- Sr. Software Engineer reward for doing it well is the
- LB&M Associates opportunity to do it again."
- ____________________________________
-
-
-
- Date: Wednesday, 12 July 1995 23:57:14
- Subject: Re: Upgrade rates
- From: Stephen Wilkinson <wilks@lbm.com>
-
-
- ----------------------------------------------------------------------------
-
- On Jul 12, 10:57am, Richard Heidebrecht wrote:
- > Subject: Re: Upgrade rates
- [snip]
- > I got my copy of 2.0 with 3d Modeling Lab and in the back they offer an
- > upgrade to 3.0 for $300. Do I have to pay $300 to upgrade since I
- > originally got the book and 2.0 for $50? Or, will Impulse let me upgrade
- > directly through them. I think part of the problem is that the book
- > doesn't come with a registration card in the back, only a card to upgrade
- > for $300. If I can, I would like to get the upgrade that includes 4.0.
- [snip]
- >-- End of excerpt from Richard Heidebrecht
-
- I've got the same deal, but I'm also a registered 3.0 user for the Amiga.
- They want differing amounts to upgrade to PC 3.x. I would really like 3.0+
- for the PC, but for the $200 or $300 (depending who you ask) I can start
- saving for TrueSpace 1.0 or somesuch. I'd rather spend $100 and get PC 3.0+
- since it's really just a hobby for me. It's a little confusing and I am
- puzzled at the higher price for the cross-platform upgrade.
-
- Cheers,
- Stephen
- ____________________________________
- Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The
- Sr. Software Engineer reward for doing it well is the
- LB&M Associates opportunity to do it again."
- ____________________________________
-
-
- Date: Thursday, 13 July 1995 01:42:04
- Subject: Re: One minor wish
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- >This is on the Amiga, right? My right mouse button (IBM PC, Imagine
- >3.3) doesn't do anything like this.
-
- I tried this on my PC and it works. Nice tip!
- Try this:
- Go to perspective window hold down the left button and drag right and left.
- Notice the movement.
- Now while holding left button also hold down right button and drag right and
- left.
- See the differance?
-
- Rick
-
-
- Date: Thursday, 13 July 1995 01:56:38
- Subject: Re: Re[2]: Wishlist -- More output formats
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
- Hi aciolino,
-
- >
- > Keep in mind: Impulse wants to have solutions for both platforms.
- > Amiga alone isn't a good solution (In response to PEGGER for JPEG
- > stuff)
- >
- > -AC
- >
- errm there must be a similar tool for the pc as pegger for the amiga
-
- if not get on to microsoft ;)
-
- duncan
- ..............................................................................
- .. .
- .. dunc@eraser.demon.co.uk .
- .. .
- ..............................................................................
-
-
- Date: Thursday, 13 July 1995 08:01:00
- Subject: After quickrender...
- From: James Brooks <jamesb@clark.net>
-
-
- ----------------------------------------------------------------------------
-
- Hi all!
- I do not use Imagine much. As you can tell by my sig line I have
- Imagine 3.0 (yes, after hearing about 3.3 I am really thinking about
- upgrading). I was just wondering does/did any have a problem when after
- QUICKRENDER was finished and the requester come up asking to save it and
- I press NO that Imagine will throw me in the next available Amiga frame.
- Is this a bug or some I need to set?
-
- Another question, have they ever fixed that time when you ask for info on
- your renders in the project area? I know that has been around a while
- has been 'forgotten' for a while and I am hoping that is fixed.
-
- Thanks for your time.
-
- Good day
- Alex
-
- ---------------------------------------------------------------
- James "Alex" Brooks Amiga 4000/040/28MHz 22MB RAM
- Lightwave 3.5 / Imagine 3.0 VideoToaster 4000 3.1
- Syquest 3.5" 270MB Bernoulli 90Pro
- NEC 3xp Triple Speed CDROM Warp Engine 4028
- Epson ES-600C Scanner E-Mail: jamesb@clark.net
- --------------------------------------------------------------
-
-
-
- Date: Thursday, 13 July 1995 10:01:18
- Subject: DARKONS!
- From: "DEBEAUMONT, GEORGE" <debeaugw@songs.sce.com>
-
-
- ----------------------------------------------------------------------------
-
- There have been several recent posts regarding lighting techniques
- (thanks Tom G./Mike McC.). I'd like to continue the thread. How have people
- been using DARKONS?. For those of you in the DARK ;). DARKONS are light
- sources created in the Detail editor (Version 3+) and given negative
- intensity values. The result?...Counter intuitive, physics defying, light
- sucking entities...DARKONS!
-
- I've used them to fine tune a render. Instead of decreasinging the
- intensity of a light source that affects multiple objects, I'll create a
- DARKON (parallel rays/controlled falloff) and apply it to a specific object
- (provides deillumination?).
-
- I've also generated a test animation of a DARKON (point/diminishing
- intensity) moving toward and through a ground plane. The result? A
- darkening, growing shadow-like (except no distinct edges) area on the
- ground plane eventually forming a black hole at its center. An cool
- effect...I just don't know what to do with it! Any thoughts?
-
- Anyway, I thought I'd try to stimulate some interest in an unusual Imagine
- feature.
-
- George
- debeaugw@songs.sce.com
-
-
-
- Date: Thursday, 13 July 1995 10:36:53
- Subject: Hidden Treats!
- From: "DEBEAUMONT, GEORGE" <debeaugw@songs.sce.com>
-
-
- ----------------------------------------------------------------------------
-
- For those in the constant update program, be sure to check out the new
- and UNDOCUMENTED textures:
-
- Invisio.itx
- Metals2.itx
- Rivitz.itx
- Specular.itx
- Wires.itx
-
- George
- debeaugw@songs.sce.com
-
-
-
- Date: Thursday, 13 July 1995 11:17:35
- Subject: Re: Re: One minor wish
- From: Ian Smith <iansmith@moose.erie.net>
-
-
- ----------------------------------------------------------------------------
-
- On Thu, 13 Jul 1995, Andrey Zmievskiy wrote:
- > It works fine on my PC. Try it. Load an object, move your mouse, so
- > it's over the perspective window. Press left mouse button and rotate
- > your object the way you want, then while still *holding* the left
- > button, press right and move your mouse. The view should rotate
- > around a different axis.
-
- This does not work on Amiga 3.3 for me. Am I doing something wrong?
- Imagins is trapping the mouse clock, as the menus do not show up when
- I press the menu (right) button like normal, but the axis of rotation
- does not change.
-
- --
- IanSmith@moose.erie.net Visit Below! :-)
- My HP48/Imagine/ImageMaster Page --> http://moose.erie.net/~iansmith/
- Come and stop by Africa Imports! --> http://www.cyberenet.net/~africa/
-
-
-
- Date: Thursday, 13 July 1995 11:20:36
- Subject: Re: Virtual walkthru
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
-
- Just set some function keys to pick Next Frame and Prev Frame in the stage
- editor and hit those instead for the same effect, right?
-
- ______________________________ Reply Separator _________________________________
-
- Subject: Virtual walkthru
- Author: NEWKIRK@delphi.com at ALTERNET
- Date: 7/12/95 9:58 PM
-
-
- How about full-screen perspective wireframe, which is normal now, but allow
- a single mouseclick to advance to the next frame, so you could do a frame-
- by-frame preview on the fly, manually controlled.
- JN
-
-
-
- Date: Thursday, 13 July 1995 11:20:41
- Subject: Re: 3.3 new brush handle
- From: Ian Smith <iansmith@moose.erie.net>
-
-
- ----------------------------------------------------------------------------
-
- On Thu, 13 Jul 1995, ERNESTO POVEDA CORTES wrote:
- > Can you use now the same brush as color and bump (altitude) without having
- > of load it twice??????
-
- Unfortunatly not. You can only have one of the type buttons activated.
- Color, reflect, altitude, ect...
-
- --
- IanSmith@moose.erie.net Visit Below! :-)
- My HP48/Imagine/ImageMaster Page --> http://moose.erie.net/~iansmith/
- Come and stop by Africa Imports! --> http://www.cyberenet.net/~africa/
-
-
-
- Date: Thursday, 13 July 1995 11:32:18
- Subject: Re: Wishlist -- More output formats
- From: williamp@triode.apana.org.au
-
-
- ----------------------------------------------------------------------------
-
- Just to add to this,how about the Amiga version being able to write TIFFs?
- The PC version can still write IFFs,but having both versions being able
- to write the same file types would make post processing easier on the PC.
-
-
- William John Porter
- williamp@triode.apana.org.au
-
-
-
-
- Date: Thursday, 13 July 1995 11:35:57
- Subject: Re: Upgrade rates
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- Bob Byrne writes:
-
- >Has the upgrade fee changed? It was US$100 for the upgrade plan to receive
- >every version up to 4.0 ot so I thought.
-
- Apparently the original offer was $100 for the cross-grade to v2.0. It was
- my impression also that $100 took one to the most current version, but no.
- It looks like the fee breakdown is $100 to cross-grade, $100 to upgrade from
- 2.0 to 3.0, and then another $100 for the constant upgrade to 4.0.
-
- So I dug a little deeper than I wanted, and got the cross-up-constant grade
- for the PC, on top of the Ami constant. My own situation is quite nice
- just now. I model on the Ami, whichg works fine until the objects get
- really big, while the PC cranks away at the anims.
-
- Greg Denby
-
- P.S. Let me also vote for TIFF out-put on the Ami.
-
-
- Date: Thursday, 13 July 1995 12:24:12
- Subject: Re: Rotoscoping
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- " . . . so all you'd get is sharper crud."
-
- Isn't this one of the new animatable ESSENCE textures? Or maybe I'm
- thinking of feeble grunge . . .
-
-
-
- Date: Thursday, 13 July 1995 13:17:38
- Subject: Re: States???
- From: Robert.Thompson@LNO.WMC.wmc.telememo.au
-
-
- ----------------------------------------------------------------------------
-
- FROM too long. Original FROM is 'Robert Thompson <Robert.Thompson@LNO.WMC.wmc.te
- lememo.au> (Tel )'
-
- ---------------------- Original Message Follows ----------------------
-
- Don't know about the toasted naughty bits etc,
- but with this (antipodean) winter weather it might be
- worth it.
- As far as the states setup goes, I've found
- that you only need to create the DEFAULT state for
- animations. Apparently it is used as a reference object
- for morphing, so for still frames it is redundant.
-
-
- Date: Thursday, 13 July 1995 14:20:00
- Subject: Right Mouse Perspective
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: Michael North->-> This is on the Amiga, right? My right mouse button (
- IBM PC, Imagi=ne-> 3.3) doesn't do anything like this.It's works on 3.2 for the
- PC. Atleast on MY PC. I dunno about 3.3 yet=.. /------------------------------
- ___ ___ ___ ___ | Mike van der Sommen / __
- /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / /
- / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388)
- | "Irony can make revenge a welcome alternative" \__________________
- ___________________________________________--- =FE InterNet - GraFX Haus BBS - S
- anta Barbara, Ca - (805) 683-1388
-
- Date: Thursday, 13 July 1995 14:24:00
- Subject: Re: Rotoscoping
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> is there any equivalent of DCTV on the pc ? Specifically looking f=or-> that
- digitizes greater than 640x480. thanx.If you mean "external frame grabber", yes.
- It's called Snappy! and it='sby a company called Play Inc. (I believe). They ev
- en have a Web Page,though I've lost the address. /----------------------------
- -- ___ ___ ___ ___ | Mike van der Sommen / _
- _ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / /
- / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388)
- | "Irony can make revenge a welcome alternative" \________________
- _____________________________________________--- =FE InterNet - GraFX Haus BBS -
- Santa Barbara, Ca - (805) 683-1388
-
- Date: Thursday, 13 July 1995 14:55:00
- Subject: Re: Re: Re: Upgrade rates
- From: Michael North <IBTLMAN@MVS.OAC.UCLA.EDU>
-
-
- ----------------------------------------------------------------------------
-
- > About his upgrade offer; how does that work exactly? I've been
- > useing my roommates
- > 3.0 for about 6 months now and am starting to look at getting my own copy sinc
- e
- > I will be moving soon. Is it possible to buy Imagine right at 3.3 or do I
- > have to buy 3.0
- > and then upgrade? If I have to buy 3.0 first do I just pay the $100 dollars
- > and then I get
- > all the upgrades to 3.3 or do I have to pay $100 for each upgrade ($200-$300
- > total)?
- >
-
- The best thing to do obviously is to call Impulse. But, this is the
- way I understand it. You can get 3.0 for $300 and then get on the
- constant upgrade program for another $100, which entitles you to all
- the upgrades from 3.0 to 4.0.
-
- Michael
-
-
- Date: Thursday, 13 July 1995 14:58:00
- Subject: Re: Re: Virtual Mem
- From: Michael North <IBTLMAN@MVS.OAC.UCLA.EDU>
-
-
- ----------------------------------------------------------------------------
-
- > Then I bought Softram (ported from MAC?) and it actually takes ram and
- > compresses its contents on the fly to give you 16 megs when you only have
- > eight, etc. There is a small performance hit but worth it to render
- > animations larger than available ram without paging to disk. The main
- > drawback is that it does nothing for ram under DOS.
- >
-
- I don't want to offend anyone who thinks this is too far off-topic,
- but I think this is of interest to some, and I appreciate the tip
- about SoftRAM. One last wrinkle:is it compatible with 32-bit disk
- and file access?
-
- Michael
-
-
- Date: Thursday, 13 July 1995 15:09:00
- Subject: Re: Re: Re: One minor wish
- From: Michael North <IBTLMAN@MVS.OAC.UCLA.EDU>
-
-
- ----------------------------------------------------------------------------
-
- > It works fine on my PC. Try it. Load an object, move your mouse, so
- > it's over the perspective window. Press left mouse button and rotate
- > your object the way you want, then while still *holding* the left
- > button, press right and move your mouse. The view should rotate
- > around a different axis.
-
-
- Got it. I guess I must have been moving the mouse up and down,
- which doesn't work. Right and left _does_. Guess the instructions
- just have to be _really_ precise for the slower among us.
-
- Thanks, Andrey.
-
- Michael
-
-
- Date: Thursday, 13 July 1995 17:02:44
- Subject: Re: DARKONS!
- From: --Craig <dalamar@MIT.EDU>
-
-
- ----------------------------------------------------------------------------
-
- I recently used darkons to get a good sunlit effect in a room. The
- light was coming in a window from opposite the camera, and since the
- room had white walls, I wanted everything to be well lit, to sort of
- simulate radiosity. Only problem was, when I did that, there was floor
- under the bed that was lit up too well (from non-shadowcasting sources).
-
- Solution: one rectangular, shadow-casting dark source under the bed,
- with the softedge light texture applied. Instant soft shadow where I
- wanted it.
-
- --Craig
- dalamar@athena.mit.edu
-
-
- Date: Thursday, 13 July 1995 17:16:11
- Subject: Re: Re: Re: One minor wish
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > Got it. I guess I must have been moving the mouse up and down,
- > which doesn't work. Right and left _does_. Guess the instructions
- > just have to be _really_ precise for the slower among us.
-
- No problem.. Hopefully, I'll think of other tips.. :)
-
-
-
- Date: Thursday, 13 July 1995 20:48:53
- Subject: Genlock blues
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- I'm trying to make some simple foreground animations to be played
- via genlock over another video source. Saucers flying by, aerial robots,
- that sort of stuff, all with black and therefore presumably
- transparent backgrounds.
-
- But when I play them through the genlock onto the other video image, even
- though their backgrounds are all color 0, they're NOT transparent. I
- even loaded the anims into DPaint and checked, and, though it insists the
- background is color 0, it's NOT transparent. What the hey?
-
- I'm rendering the Imagn frames 24bit, then converting them via Rend24 to
- lo-res laced ham iff's, which I then combine into anims.
-
- What am I not doing right? I know 24bit doesn't know color 0 from
- beans,--but I assumed the conversion to lo-res iff's would take care
- of that. Is it some weirdness about ham? I know ham and weirdness are
- synonymous.
-
- Hell, once I'd loaded the anims into DPaint, I even tried filling the
- background with color 0, and it just wouldn't do it. It would let me use
- any brush tool with color 0, and wherever I drew on the frame, it would
- become transparent,--but the fill tool wouldn't work.
-
- (Thanks, y'all).
-
-
-
- Date: Friday, 14 July 1995 00:10:31
- Subject: Re: To PC'ers
- From: greggh@slip6.odyssey.apana.org.au (Gregory Helleren)
-
-
- ----------------------------------------------------------------------------
-
- Hi John (John Prusinski), in <199507130433.VAA22581@holonet.net> on Jul 12 you w
- rote:
-
- > >For those of you who have used Imagine on both platforms:
- > >
- > >Should I assume that Imagine eats memory on both platforms pretty much
- > >equally? That is, if I am happy with an Amiga w/16Megs, will I be
- > >equally happy with a 16 Meg PC?
- >
- > Sorry I can't give you a direct comparison, because my A3000 only had 12 megs
- > and my Pentium has 24. I have been doing some projects on the Pentium that
- > are much more memory intensive than anything I tried on the Amiga, and while
- > I occasionally got out of memory errors on the A3000, I've yet to run across
- > that > problem on the Pentium. For what it's worth.... OK, probably not much
- :/| )
-
- Perhaps it was the additional tasks you were running on the A3000 that consumed
- the memory? Can you say "preemptive multitasking" ? :)
-
- Seriously though, if (and I do mean if) Imagine will ever run happily under
- Windoze 9x, then you might find that even 24Mb is insufficient...;^)
-
- Love Peace and Lipstick
- Gregg
-
- --
- +------------------------------------------///\/\/\_Amiga Technologies_/\/\+
- Gregory Helleren AMIGA is REBORN /// Lecturer Information Technology
- Developer - LaseRage /// SEMC TAFE Western Australia
- Ferndale W.A. Australia ___/\___/\\\/// greggh@odyssey.apana.org.au
- CBMNET:greggh@laserage.adsp.sub.org\XX/ greggh@laserage.DIALix.oz.au
- +--------------------------------------------------------------------------+
-
-
-
-
- Date: Friday, 14 July 1995 00:19:18
- Subject: DARKONS
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- To George:
- I don't have 3.x, so I can't even play with said effect (sniff) but I have
- a thought: 2010, Odyssey 2: Jupiter sucks into itself/the monoliths, and
- in the process the sucked/sucking portion gets darker and darker until
- the whole planet sucks in. How about using a darkon spotlight and an
- object morph simultaneously to achieve this sort of effect?
- JN
-
-
- Date: Friday, 14 July 1995 01:01:55
- Subject: Re: Re: One minor wish
- From: Ian Smith <iansmith@moose.erie.net>
-
-
- ----------------------------------------------------------------------------
-
- On Thu, 13 Jul 1995, Andrey Zmievskiy wrote:
- > Don't know about Amiga. Are you sure you are holding the left button
- > down and then pressing right so you have two buttons down?
-
- Yep, doing that.. no dice.
-
- --
- IanSmith@moose.erie.net Visit Below! :-)
- My HP48/Imagine/ImageMaster Page --> http://moose.erie.net/~iansmith/
- Come and stop by Africa Imports! --> http://www.cyberenet.net/~africa/
-
-
-
- Date: Friday, 14 July 1995 01:16:39
- Subject: Imagine Objects
- From: TomB491193@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I just received 2 CDs in the mail that I ordered from a company called EPIC
- MARKETING. The CDs have hundreds of megs of imagine objects and texture
- maps. I spent about 4 hours looking through the objects and still did not
- finish looking at the objects. The company is in Great Britain and the phone
- number is 01793 490988.
- I don't know the price since the bill I got was in pounds.
-
-
-
- Date: Friday, 14 July 1995 04:19:09
- Subject: Planet Lighting
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- I've been looking at the recent messages about lighting and I want
- to state a problem I have: I have a lot of scenes with planets,
- and no matter what I do to the light (make it circular or
- parallel rays, near to the planet or far, dim or so bright that it
- washes all the colors out), when it renders, it always looks as
- though a little less than half of the planet is in "daylight" (as
- though a spotlight was being shined on it rather than the sun).
- Can anyone suggest anything I can do to make the planet look
- illuminated in a natural manner?
-
- -- Dave
-
-
- Date: Friday, 14 July 1995 06:44:04
- Subject: Sir Newton...Unleashed
- From: Lumbient@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Hi, I was wondering if anyone has used the Newton's Law package? Says it'll
- output to imagine format? Also any ideas if/when it'll be out for the PC?
- And finally, how about their rendering engine...is it any good?
-
- ---Lum
-
-
- Date: Friday, 14 July 1995 08:53:18
- Subject: Re: Melting
- From: Kelly Computer Consultants <kcc@wariat.org>
-
-
- ----------------------------------------------------------------------------
-
- The author of the article was Glenn Lewis, and he was describing the code
- for the utility I mentioned earlier in this thread.
-
- Doug Kelly
- Kelly Computer Consultants
-
- On Wed, 12 Jul 1995 craigh@fa.disney.com wrote:
-
- >
- > Someone wrote an article in Dr. Dobb's programming magazine that specifically
- > did this.
- >
- > He had code that read Imagine's TDDD format and then wrote out several TDDD
- > objects; one for each frame of the melting simulation.
- >
- > I can't recall which month it was, but it was about a year ago.
- >
- > Craig
- >
- >
- >
- > --
- > _____________________________________________________________________________
-
- > __
- > ##### Craig Hoffman
- > #~ ~### craigh@fa.disney.com
- > @ @ #?)
- > < /| Walt Disney Feature Animation
- > `-' /
- > |__/
- > _____________________________________________________________________________
-
- >
-
-
- Date: Friday, 14 July 1995 09:57:36
- Subject: Re: Lighting
- From: "DEBEAUMONT, GEORGE" <debeaugw@songs.sce.com>
-
-
- ----------------------------------------------------------------------------
-
- >I've been looking at the recent messages about lighting and I
- >want to state a problem I have: I have a lot of scenes with
- >planets, and no matter what I do to the light (make it circular
- >or parallel rays, near to the planet or far, dim or so bright
- >that it washes all the colors out), when it renders, it always
- >looks as though a little less than half of the planet is in
- >"daylight" (as though a spotlight was being shined on it rather
- >than the sun). Can anyone suggest anything I can do to make the
- >planet look illuminated in a natural manner?
- >-- Dave
-
- I'd try using the following soft shadow emulation technique to increase the
- apparent penumbra (area of the planet which is only partially shielded from the
-
- light source). The following text is from IML-FAQ #7:
-
- "Create a ring of about 10 lights each at 10 percent intensity
- in a ring. These will create soft shadows as if from 1 100%
- intensity light source. It does slow down rendering a little to
- have that many more light sources to have to calculate."
-
- George
- debeaugw@songs.sce.com
-
-
-
- Date: Friday, 14 July 1995 12:13:59
- Subject: Genlock black and blues
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Well, some nice person (I tried to thank him, but the note came back
- undeliverable) reminded me about setting the genlock color in
- pref's down to all 0's, which worked great for 24bit output,--but when I
- convert those 24-bit frames down to ham's, the color0 background is still
- opaque.
-
- My only access to 24bit output at this point for my anims is via DCTV,
- and, till my RGB converter arrives, I can't genlock my dctv signal, so I'm
- stuck with ham for output.
-
- Any of you renderbrandts and rendergiants have any idea why an allegedly
- transparent color0 background in a ham pic would still be opaque? I'm
- all at sea.
-
-
- Date: Friday, 14 July 1995 12:18:19
- Subject: Re: Planet Lighting
- From: j.woschalik@magnet.at (Johannes P. Woschalik)
-
-
- ----------------------------------------------------------------------------
-
- What about using a second light source with intensity <50 pct. as spotlight?
- I didnt try myself but maybe you can get better results.
-
- Hannes
-
-
- Date: Friday, 14 July 1995 12:47:00
- Subject: Re: Re: 3.3 new brush handle
- From: Michael North <IBTLMAN@MVS.OAC.UCLA.EDU>
-
-
- ----------------------------------------------------------------------------
-
- > > of load it twice??????
- >
- > Unfortunatly not. You can only have one of the type buttons activated.
- > Color, reflect, altitude, ect...
- >
-
- Wait a minute, I think this is a little misleading. You can use
- the dup button to put the same brush in the same place and then
- activate a different button, for altitude, say, instead of color.
- I haven't played with it extensively, but it looks a lot more
- convenient than earlier versions. If the issue is memory rather
- than convenience, then there is still a problem
-
- Michael
-
-
- Date: Friday, 14 July 1995 12:54:25
- Subject: Version 3.3 to Sweden
- From: wirde@Fysik.UU.SE (Mikael Wirde)
-
-
- ----------------------------------------------------------------------------
-
- Hi,
-
- I just wanted to tell everyone that Version 3.3 arrived in Sweden today.
- Almost stayed home from work because of that...
-
- M Wirde
-
-
- --------------------------------------------------------------------------
- Mikael Wirde Mail: Box 530
- Dept. of Physics Deliveries: Villavaegen 4B
- University of Uppsala Visitors: Thunbergsvaegen 7
- Phone: +46 18 - 18 36 03 S-751 21 UPPSALA
- Fax: +46 18 - 18 36 11 SWEDEN
- E-mail: wirde@fysik.uu.se
- --------------------------------------------------------------------------
-
-
-
- Date: Friday, 14 July 1995 13:02:19
- Subject: Re: Re: One minor wish
- From: wirde@Fysik.UU.SE (Mikael Wirde)
-
-
- ----------------------------------------------------------------------------
-
- >On Thu, 13 Jul 1995, Andrey Zmievskiy wrote:
- >> Don't know about Amiga. Are you sure you are holding the left button
- >> down and then pressing right so you have two buttons down?
- >
- >Yep, doing that.. no dice.
- >
- >--
- >IanSmith@moose.erie.net Visit Below! :-)
- >My HP48/Imagine/ImageMaster Page --> http://moose.erie.net/~iansmith/
- >Come and stop by Africa Imports! --> http://www.cyberenet.net/~africa/
- >
- >
- >
-
- I am using the Amiga version. It works for me. I don't know if this helps,
- but: Do it really slowly to see the difference. And also only move the mouse
- sideways (not up and down) and you will see (unless something is wrong with
- your version) that when holding both buttons down, the axis of rotation will
- be the one going perpendicular through the screen, and when only the left
- button is pressed, it will be the axis going up and down parallel with the
- screen. I just tested this with my 3.3 version, and it still worked. Keep
- trying!
-
- M Wirde
-
-
- --------------------------------------------------------------------------
- Mikael Wirde Mail: Box 530
- Dept. of Physics Deliveries: Villavaegen 4B
- University of Uppsala Visitors: Thunbergsvaegen 7
- Phone: +46 18 - 18 36 03 S-751 21 UPPSALA
- Fax: +46 18 - 18 36 11 SWEDEN
- E-mail: wirde@fysik.uu.se
- --------------------------------------------------------------------------
-
-
-
- Date: Friday, 14 July 1995 13:43:15
- Subject: Re: Re: One minor wish
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > > Don't know about Amiga. Are you sure you are holding the left button
- > > down and then pressing right so you have two buttons down?
- >
- > Yep, doing that.. no dice.
-
- Try moving it left to right. If that doesn't work move it up and
- down. If that fail, I give up. :)
-
- Andrey
-
-
- Date: Friday, 14 July 1995 14:07:37
- Subject: VIEW SPECIAL
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Red Hawk <qua1397@cdc700.cdc.polimi.it>
- >
- > Well I have not explain what I mean.....
- >
- > .......When I see something from Camera View, it isn't the same that is
- > render in Project Menu because the image render is more large than
- > the Camera View...
- >
- > Example....
- >
- > I zoom in Camera View to fill all screen by an Object.....
- > ....but when rendered, there is more space on the borders
- >
- > Please Help me!!!!!!!!!!!!!!
- >
- > I have also the PC version but I can't use it because the mouse
- > seems to be lock in a quarter of screen as follow ...
- >
- > +------------+
- > | Here | I have an ATI Mach 32
- > +------------+
- > | |
- > | |
- > | |
- > +------------+
-
- Sorry, I have no idea why your renders have additional space at the
- edges. Hopefully someone else can answer you, and help with the mouse
- problem too?
-
- By the way, it's helpful to always keep discussions visible to everyone
- on the Imagine Mailing List, unless the reply is personal in nature. To
- do this, you should try and reply to _the list_ (imagine@...) rather
- than to _the original poster_ (blaq@...). This greatly increases your
- chances of having your problem solved, and in returns, it helps others
- on the List who may want to know about the situation.
-
-
-
-
- Date: Friday, 14 July 1995 14:15:04
- Subject: After quickrender...
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: James Brooks <jamesb@clark.net>
- >
- > I was just wondering does/did any have a problem when after
- > QUICKRENDER was finished and the requester come up asking to save it and
- > I press NO that Imagine will throw me in the next available Amiga frame.
- > Is this a bug or some I need to set?
-
- No, it's not a bug. If Imagine's screen is not in front, or is
- deactivated (the menu bar appears grey rather than black) by the time
- the quickrender is displayed, Imagine will immediately perceive this as
- a sign on your part that you're not interested in seeing that
- quickrender after all. I know ***I*** certainly want to spend my nights
- watching the progress meter, rather than flipping to another screen and
- doing some more productive activity! <grin>
-
- Anyway, when that happens, Imagine closes the quickrender display
- screen, brings the Imagine screen to the front, and asks "delete
- quickrender?". When you click on "OK" or "Cancel", the Imagine screen
- will automatically flip to the bottommost position (like LeftAmiga-M),
- since it figures you weren't really interested anyway, and is quite
- miffed at that. <g>
-
- Yes, it's inconsistent, puzzling behaviour. But it's not a bug. <g>
-
-
-
- Date: Friday, 14 July 1995 14:19:44
- Subject: Animating Textures
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: dunc@eraser.demon.co.uk <dunc@eraser.demon.co>
- >
- > im doing the second ive previewed a few frames and there seems to be alot
- > of movement but it doesnt seem to be an animation random is the word i
- > think im looking for
-
- I have a hunch that you're putting the poor texture through too much
- change, over too few frames. Try morphing "dist travelled" from 0 to
- 0.1, for example. If Imagine's Spark texture works similarly to Essence
- offerings, "Dist travelled" may be similar to Essence's "Time"
- parameter, where every unit change (e.g. from 0 to 1) will result in a
- totally different-looking pattern. If you morph such a severe change
- over, say, 4 frames, the result just might look random.
-
- Or is this not your problem, and I'm out in left field?
-
-
-
- Date: Friday, 14 July 1995 14:28:45
- Subject: Re: wishlist
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-12 23:35:16 EDT, augioh4b@ibmmail.com writes:
-
- >Here is one that I am not sure if v3.0 and above already have,
- >
- >buthere goes...
- >
- >
- >
- >How about a texture/effect called imperfection, ie. to give that
- >
- >'real' look to a rendition.
- >
- >
- >
- >- some scratches highlighted with the light reflection,
- >
- > eg. scratches on the paintwork of a car, surface of steel...
- >
- > that circular scratches seen around the phong.
- >
- >
- >
- >- dirt/dust at random on plane or just around corners and edges,
- >
- > eg. occasional dirt or dust on a table, inside corner of the
- >
- > walls in a room, ...just look around you...nothing is really
- >
- > perfectly clean and straight.
- >
- >
- >
- >- this one may just be more of a query...but I noticed that when
- >
- > rendering an object on the floor, the shadow seems to all be of
- >
- > the same tone thru-out...how about shadows getting darker as
- >
- > it gets closer to the object.
-
- The first two you mentioned are already in 3.0, and the third I think would
- be very hard if not impossible to do.
-
- s.g.
-
-
-
- Date: Friday, 14 July 1995 14:28:58
- Subject: Genlock blues
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Mike McCool <mikemcoo@efn.org>
- >
- > I'm rendering the Imagn frames 24bit, then converting them via Rend24 to
- > lo-res laced ham iff's, which I then combine into anims.
-
- Aha! I have a strong feeling the culprit is HAM mode. I don't think HAM
- images were ever designed for genlocking in the first place. You need a
- register-based image where a "0" pixel simply means color zero, NOT
- "zero changes from the neighbour, whatever it may be". Try setting
- Rend24 to 16-color and see if your images genlock properly.
-
-
- Date: Friday, 14 July 1995 14:36:38
- Subject: Re: Upgrade to 3.x!!!!
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-13 00:35:42 EDT, DAVEH47@delphi.com writes:
-
- >(I am taking Computer Graphics/Animation classes in college; the good news
- >is our Amiga Computer Lab uses Imagine; the bad news is it's Imagine 2.0!
- >IT IS NO PICNIC! It is like in High School when I was forced to use a slide
- >rule when the other classes were happily using pocket calculators!)
- >
- > -- Dave
-
- Your College must have a low budget for CG if they can only afford 2.0.
- Seems like Impulse might be willing to make a deal for a classroom
- situation. Why don't you have the appropriate people contact Impulse.
-
- s.g.
-
-
- Date: Friday, 14 July 1995 14:43:58
- Subject: Imagine Objects
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: TomB491193@aol.com
- >
- > I just received 2 CDs in the mail that I ordered from a company called
- > EPIC MARKETING. The CDs have hundreds of megs of imagine objects and
- > texture maps. I spent about 4 hours looking through the objects and
- > still did not finish looking at the objects.
-
- And this, ladies and gentlemen, should be considered an addendum to that
- unpleasant thread of 1994, where Syndesis was criticized by people who
- didn't seem to appreciate the time users would save by looking at the
- printed thumbnail collection included with the disc. 4 hours. Sheesh.
-
-
-
- Date: Friday, 14 July 1995 14:49:25
- Subject: Re: Improved Starfields
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: NEWKIRK@delphi.com
- >
- > How about defining the starfield to be a sphere, infinitely large,
- > centered at the origin. Now, allow settings affecting star distribution
- > relative to horizon and zenith, or axes, and range of star colors (or
- > even load a bitmap, and use it's colors to map to the stars). Because
- > this would be primarily procedural and user-controlled instead of random,
- > it could be far more flexible.
-
- But JN, isn't what you're describing pretty much available _now_, using
- existing Imagine functionality? We all know about the "large black sphere
- with confetti texture" trick. Just add a couple of Linear textures to
- make the top/bottom darker, and you've made parts of your starfield more
- subtle. Or, add that bitmap you mention as a spherical color map, with
- the new fade parameter if you wish, and you've added bitmap control.
-
- I don't want to slam your rational opinion, but I'd rather have Impulse
- spend their time elsewhere, fixing longtime bugs for example, and try to
- give you alternatives that don't involve Impulse development time.
-
-
-
-
- Date: Friday, 14 July 1995 15:30:32
- Subject: Renderbrat
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Mike McCool <mikemcoo@efn.org>
- >
- > Trying your hair-as-a-particle attachment idea, I stumbled onto the
- > realization that if I invoke an outside object as a particle, I don't
- > have to trace my render, but can scanline for the desired results.
- > Thanks, you, not only for a great idea, but for saving me eons of render
- > time.
-
- Hey, you're welcome! However...
-
- at this late hour, my brain doesn't quite understand this part. If you
- invoke an outside object as a particle, you can scanline instead of
- having to raytrace? Can you elaborate a bit on that? Sounds intriguing!
-
-
-
-
-
- Date: Friday, 14 July 1995 15:33:02
- Subject: Metal global maps???
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: yrod@ozemail.com.au
- >
- > I would like to create some silver type for my parents' Silver Anniversary
- > card.
- > I have just placed some type in the stage, added suitable lights and
- > applied a global brush map (blue sky, orange - brown ground). I was
- > trying to get the stereotypical metal sheen on this silver type.
- > The result however was not quite right.
- > Has anyone got any suggestions for the global map to get the metal sheen
- > (blue fading to orange? fading to blue again)? I think the attributes I
- > have set for the object are correct?
-
- I have created a simple gradient brush, tall and skinny, to apply as an
- Environment brushmap onto your object. It skows blue sky (fading to
- almost white at the top) with a blue-to-brown gradient in the middle of
- the brush, and a third gradient to a richer, darker brown at the bottom
- of the brush. This will give you a stereotypical chrome reflection map.
-
- An important thing to consider is that the front of your logo, which is
- usually flat, will only reflect a small part of your environment map. In
- the Right view, of the angle between the top of the logo, the camera,
- and the bottom of your logo, is, say, 10 degrees, then you can see how
- the reflection of your environment map will only cover 10 out of the 180
- degrees which the map represents; in other words, only the middle 1/18th
- of the brush will be seen in the front of the logo. This area is where
- your most important colors and gradient should be. (The rest of the
- brush will show in bevels, if you have any)
-
- One way to spice up your logo is to add large, soft bumps to it; this
- will show up in the reflected colors as a real-world metal object, where
- slight surface imperfections always appear.
-
- I have UUencoded a sample Imagine object (the number "5") and the
- environment brushmap. I'm mailing them to you; if anyone else wants them,
- I'll keep them around for a week or so. (Or should I send them to one of
- those newfangled WWW Imagine Mailing List repositories?)
-
-
-
- Date: Friday, 14 July 1995 15:37:01
- Subject: Re: Upgrade rates
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Robert Byrne <rbyrne@3dform.edex.edu.au>
- >
- > Hello Charles, on Jul 11 you wrote:
- >
- > > Then I'll take over! <g> Imagine 2.0 users, please, PLEASE do
- > > yourselves
- > > a favor and find the $100 to upgrade to 3.0, or the $200 to upgrade to
- > > all versions up to and including 4.0. .....
- >
- > Has the upgrade fee changed? It was US$100 for the upgrade plan to
- > receive every version up to 4.0 or so I thought.
- >
- > -- Bob
-
- Notice, I was writing about the upgrade fee for _2.0_ owners, not the
- constant upgrade program for 3.0 owners.
-
-
- Date: Friday, 14 July 1995 15:39:33
- Subject: Virtual walkthru
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: NEWKIRK@delphi.com
- >
- > How about full-screen perspective wireframe, which is normal now, but
- > allow
- > a single mouseclick to advance to the next frame, so you could do a frame-
- > by-frame preview on the fly, manually controlled.
-
- But... you can already do that! Just create a preview anim in Stage,
- then use the animation controller to play it, pause it, go to the
- next/previous/first frame, drag the new "scrub" slider... and it'll be
- instantaneous, since Imagine will have already precalculated all the frames.
-
-
-
- Date: Friday, 14 July 1995 15:42:19
- Subject: Planet Lighting
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: DAVEH47@delphi.com
- >
- > no matter what I do to the light (make it circular or
- > parallel rays, near to the planet or far, dim or so bright that it
- > washes all the colors out), when it renders, it always looks as
- > though a little less than half of the planet is in "daylight" (as
- > though a spotlight was being shined on it rather than the sun).
- > Can anyone suggest anything I can do to make the planet look
- > illuminated in a natural manner?
-
- Ummm, well, parallel rays is exactly what you'd need to simulate a very
- distant light source, such as the Sun. I have a hunch that the key to
- your message is your use of the words "natural manner". Perhaps you can
- describe in more detail what this natural look is to you, and we can
- help you achiveve it?
-
-
-
- Date: Friday, 14 July 1995 15:45:01
- Subject: Re: Re: One minor wish
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Ian Smith <iansmith@moose.erie.net>
- >
- > This does not work on Amiga 3.3 for me. Am I doing something wrong?
- > Imagins is trapping the mouse clock, as the menus do not show up when
- > I press the menu (right) button like normal, but the axis of rotation
- > does not change.
-
- ....and you _do_ have the "A"lignment button selected in the Perspective
- view's border? I just tried it and it still works under Amiga 3.3. Click
- on "A", press _and hold_ the left mouse button; when you move the mouse,
- you get a rotation around view X and Z; if you also press the right
- button, moving the mouse will rotate the view along Y.
-
-
-
- Date: Friday, 14 July 1995 16:28:00
- Subject: Re: genlock blues
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
-
- >Aha! I have a strong feeling the culprit is HAM mode. I don't think
- >HAM images were ever designed for genlocking in the first place. You
- >need a register-based image where a "0" pixel simply means color zero,
- >NOT "zero changes from the neighbour, whatever it may be". Try setting
- >Rend24 to 16-color and see if your images genlock properly.
-
- NEGATIVE! I can remember times when I genlocked HAM graphics just
- fine.
-
- I think this is the reason why HAM will still work: color 0 in HAM has
- 6 bits, all zeros. The two highest bits are the ones that choose the
- mode-- modify R, G, B, or use a raw palette color. If those bits are
- 00, it means use a palette color, which in the case of 000000, would
- be palette reg. zero, which is transparent. Pretty sure that's
- accurate. (or at least right-for-the-wrong-reason :)
-
-
-
- Date: Friday, 14 July 1995 17:36:01
- Subject: Metal global maps???
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Hi IMLers,
- I would like to create some silver type for my parents' Silver Anniversary
- card.
- I have just placed some type in the stage, added suitable lights and
- applied a global brush map (blue sky, orange - brown ground). I was
- trying to get the stereotypical metal sheen on this silver type.
- The result however was not quite right.
- Has anyone got any suggestions for the global map to get the metal sheen
- (blue fading to orange? fading to blue again)? I think the attributes I
- have set for the object are correct?
-
- PS. George D. Those Darkons sound cool. I think I'll try it as soon as I
- get home.
-
- Rod Macey
- yrod@ozemail.com.au
-
- "Sometimes the hard way is the only way"
-
-
-
-
- Date: Friday, 14 July 1995 19:14:36
- Subject: Re: Planet Lighting
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Fri, 14 Jul 1995 DAVEH47@delphi.com wrote:
-
- > I've been looking at the recent messages about lighting and I want
- > to state a problem I have: I have a lot of scenes with planets,
- > and no matter what I do to the light (make it circular or
- > parallel rays, near to the planet or far, dim or so bright that it
- > washes all the colors out), when it renders, it always looks as
- > though a little less than half of the planet is in "daylight" (as
- > though a spotlight was being shined on it rather than the sun).
- > Can anyone suggest anything I can do to make the planet look
- > illuminated in a natural manner?
- >
- > -- Dave
- >
-
- What about raising the ambient light intensity?
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Friday, 14 July 1995 23:51:50
- Subject: Re: Imagine Objects
- From: Dave Rhodes <dave@darhodes.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Hey Tom ....!
-
-
- > I just received 2 CDs in the mail that I ordered from a company called EPIC
- > MARKETING. The CDs have hundreds of megs of imagine objects and texture
- > maps. I spent about 4 hours looking through the objects and still did not
- > finish looking at the objects. The company is in Great Britain and the phone
- > number is 01793 490988.
- > I don't know the price since the bill I got was in pounds.
-
- Put us poor brits out of our misery, - How many pounds, and what are
- they called ? Thanks for the 'phone no. anyway.
-
-
- --
-
- ~===========================================================================~
- Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England -
- ---------------------------------------------------------------------------
-
-
- Date: Friday, 14 July 1995 23:53:52
- Subject: Re: genlock blues
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- > >Aha! I have a strong feeling the culprit is HAM mode. I don't think
- > >HAM images were ever designed for genlocking in the first place. You
- > >need a register-based image where a "0" pixel simply means color zero,
- > >NOT "zero changes from the neighbour, whatever it may be". Try setting
- > >Rend24 to 16-color and see if your images genlock properly.
- >
- > NEGATIVE! I can remember times when I genlocked HAM graphics just
- > fine.
- >
- > I think this is the reason why HAM will still work: color 0 in HAM has
- > 6 bits, all zeros. The two highest bits are the ones that choose the
- > mode-- modify R, G, B, or use a raw palette color. If those bits are
- > 00, it means use a palette color, which in the case of 000000, would
- > be palette reg. zero, which is transparent. Pretty sure that's
-
- Hey Drew,
-
- Well, you're right: ham can be genlocked just fine. But Jeez,
- what I had to go through to get my background color0 to actually be
- transparent.
-
- I ended up splitting my anim back into individual ham frames, and
- loading it frame-by-frame into DPaint4, then using the Background >
- Foreground command in the pulldowns. It only took a few million years.
-
-
- Date: Saturday, 15 July 1995 00:07:30
- Subject: Re: Planet Lighting
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- DaveH47:
- Perhaps if your light source has as large as or larger than your planet...
- JN
-
-
- Date: Saturday, 15 July 1995 00:18:42
- Subject: Re :starfields
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- to Blaq (Charles) no slam whatsoever. Half of the purpose of the IML
- is to promote and facilitate this kind of experience broadening discussion.
- I only have 2.0 (for a few days more...) and am not familiar with most
- of the current or new features, and even if I were, I might not know of
- a way to accomplish something which to someone else is simple, since they've
- either done it, figured it out, or heard about it previously (probably
- here on IML!)
- Later on,
- JN
-
-
- Date: Saturday, 15 July 1995 03:06:30
- Subject: Re: VIEW SPECIAL
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- > .......When I see something from Camera View, it isn't the same that is
- > render in Project Menu because the image render is more large than
- > the Camera View...
-
- I'm not quite clear on your circumstances but here are a couple of ideas.
- You say you zoom in with your camera view. If you are using the zoom menu,
- or are in the detail editor, then you are not in camera view. Your
- quickrender will show your perspective window in the detail editor but not
- your project render.
- If you are in the stage editor, with "camera view" enabled, and are moving
- the camera to zoom in then my next question would be does a quickrender look
- differant from the project render. If they do then your resolution (or
- render preset) are not set the same.
- If they both look bad they might both be set to the wrong setting to look
- right on your screen.
-
- For the mouse problem I am not sure, but out of experience I can say that any
- time I have ever had a mouse problem it was fixed by getting an updated mouse
- driver.
-
- Rick
-
-
- Date: Saturday, 15 July 1995 07:16:00
- Subject: Picasso II & Imagine 3.3
- From: david.wyand@canrem.com (David Wyand)
-
-
- ----------------------------------------------------------------------------
-
- Hi Guys!
-
- I just got Imagine 3.3 for the Amiga and would like to use the 256
- texture display. I have a Picasso II, and I can't seem to be able to
- force it into 256 colours. I've played with those 256 colour
- parameters, as well as the AA one in preferences with no luck. Has
- anyone been able to get this to work?
-
- Thanx in advance...
-
- -Dave
- david.wyand@canrem.com
-
-
- Date: Saturday, 15 July 1995 07:22:56
- Subject: Re: Wishlist -- Improved starfield
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
- Hi Robert,
-
- > Hello DAVEH47, on Jul 10 you wrote:
- >
- > > Specifically, I would like the ability to give the stars a random
- > > range of grey values (simulating the varying brightnesses of real
- > > stars in the sky; and to optionally concentrate the stars'
- > > positions towards a plane ("Milky Way" effect) or a point
- > > ("Globular Cluster" effect).
- >
- > priority. These features would be nice but how often does anyone render a
- > starfield?
-
- i use starfield/stars whatever quite alot with renders that dont need to
- much background as it gives a good sense of motion without detracting from
- the main centre of the anim and with milkyway nebular clustar etc this would
- add a nice feature to the end product/anim -just that little extra
-
-
- duncan
- ..............................................................................
- .. .
- .. dunc@eraser.demon.co.uk .
- .. .
- ..............................................................................
-
-
- Date: Saturday, 15 July 1995 12:50:45
- Subject: Re: Planet Lighting
- From: George Lane <glane@qualcomm.com>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Fri, 14 Jul 1995, Richard Heidebrecht wrote:
-
- > On Fri, 14 Jul 1995 DAVEH47@delphi.com wrote:
- >
- > > I've been looking at the recent messages about lighting and I want
- > > to state a problem I have: I have a lot of scenes with planets,
- > > and no matter what I do to the light (make it circular or
- > > parallel rays, near to the planet or far, dim or so bright that it
- > > washes all the colors out), when it renders, it always looks as
- > > though a little less than half of the planet is in "daylight" (as
- > > though a spotlight was being shined on it rather than the sun).
- > > Can anyone suggest anything I can do to make the planet look
- > > illuminated in a natural manner?
- > >
- > > -- Dave
- > >
- >
- > What about raising the ambient light intensity?
-
- Raising the ambient intensity would illuminate the dark side of the
- planet, which should be completely black. Not good for realism. Parallel
- lights should work, since rays coming from the sun are parallel.
-
- George
-
-
- Date: Saturday, 15 July 1995 16:18:31
- Subject: I have the best wish :)
- From: Lumbient@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Here is something I thought would be very useful! How about adding another
- list to the attributes requestor? The list would list(of course) the
- different states for an object allowing you to edit the different states
- without exiting the requestor!!!
-
- Man would this save time! I hate exiting clicking on "set to..." then going
- back!
-
- ---Lum
-
-
-
- Date: Saturday, 15 July 1995 21:47:50
- Subject: Re: Planet shading
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- >Ummm, well, parallel rays is exactly what you'd need to simulate a very
- >distant light source, such as the Sun. I have a hunch that the key to
- >your message is your use of the words "natural manner". Perhaps you can
- >describe in more detail what this natural look is to you, and we can
- >help you achiveve it?
-
- By "natural", I mean that the "day" and "night" sides should cover equal
- areas of the planet, with the terminator (i.e. "twilight zone") intersecting
- the planet's "poles" and dividing it into equal halves. No matter what I
- do (and thanks, incidentally, to everyone for their suggestions so far, but
- I'm afraid that not one has made any difference), the terminator is offset
- towards the lightsource(s), and a good deal more than half of the planet
- is shrouded in darkness (not counting the ambient light). Is there anything
- I can do to "nudge" that terminator to the center? (If I still haven't
- made clear what I'm striving for, see my "diagrams" below).
-
- Thanks again in advance!
-
- -- Dave
-
-
-
- Planets (side views; light source is to the right; "night" side is filled
- with X's)
-
- What I want: What is rendered:
-
- _________ _________
- /XXXX: \ /XXXXXXX: \
- /XXXXX: \ /XXXXXXXX: \
- |XXXXXX: | |XXXXXXXXX: |
- |XXXXXX: | |XXXXXXXXX: |
- |XXXXXX: | |XXXXXXXXX: |
- \XXXXX: / \XXXXXXXX: /
- \XXXX:____/ \XXXXXXX:_/
-
-
-
- P.S. You're right, parallel rays SHOULD rectify the problem, as that's
- the whole point of having them, but they don't. (Imagine Bug???)
-
-
-
-
- Date: Saturday, 15 July 1995 22:03:30
- Subject: Layers
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
-
-
- Is there any way to turn off layers permanantly other than for quick
- renders? Every time I go to render in the project editor it adds all the
- layers and sometimes it loses the layer info completely.
-
- s.g.
-
-
- Date: Saturday, 15 July 1995 23:13:10
- Subject: Planet lighting (ambient?)
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- How about raise ambient, then aim a Darkon at the dark side?
- JN
-
-
- Date: Saturday, 15 July 1995 23:15:56
- Subject: Re: planet shading
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- to DaveH47:
- I've got a question: Have you tried increasing the detail of the object
- structure? IE, more vertical slices, reducing the number of triangular patches
- that may render as parallel or nearly parallel to the lightsource?
- Just a thought,
- JN
-
-
- Date: Sunday, 16 July 1995 00:28:31
- Subject: Upcoming motion blur!
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- Impulse is working on motion blur for Imagine. This topic generates so
- much interest that I decided to go ahead and post a UUencoded file. Hope
- it doesn't ruffle any feathers.
-
- This is a frame from a .FLC that Mike Halvorson uploaded to CompuServe,
- showing Imagine's upcoming motion blur. I think you'll like it. B^)
-
- This UUdecodes into a JPEG file.
-
-
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- end
- size 5186
-
-
-
- Date: Sunday, 16 July 1995 00:30:14
- Subject: Re: Making Imagine Pay
- From: Kent Marshall Worley <mumu@america.net>
-
-
- ----------------------------------------------------------------------------
-
- I use Imagine to create graphics for the Atlanta Braves. I have made
- player pictures and logo animations that are shown on the big video
- screen in the stadium.
- mumu@america.net
-
-
- Date: Sunday, 16 July 1995 04:04:25
- Subject: Imagine 3.0 in OS/2?
- From: patrick@oz.net (Patrick Fairchild)
-
-
- ----------------------------------------------------------------------------
-
- Greetings, I am new to the mailing list so forgive me if this has been asked bef
- ore. As the subjct states, is it possible to get Imagine 3.0 PC to run under OS
- /2 Warp? I have tried a multitude of things and nothing seems to work. When I
- type IMAGINE to start the program it just puts me back to the command prompt. N
- o error messages, nothing. I have trying to run it in a DOS full screen VDM. I
- f anybody has gotten it to work I'd really appreciate any helk you can give me.
- I hate having to reboot to DOS just to run Imagine.
-
- Thanks in advance.
-
-
- --Patrick Fairchild
- --patrick@oz.net
-
-
- Date: Sunday, 16 July 1995 06:30:46
- Subject: Pictureman.
- From: kit@vianet.net.au (Chris)
-
-
- ----------------------------------------------------------------------------
-
- Hi all,
-
- just a quick question about Pictureman that came bundled with Imagine 2.0 in
- the "3D Modelling Lab" book by P. Shaddock.
-
- i have been trying to re-establish contact via e-mail with igor plotnikov
- and Stoik Works in Russia but with no success.
-
- can anybody advise me what their e-mail address is or whats happened to them.
-
- thanks.......................chris.
-
-
-
- Date: Sunday, 16 July 1995 06:53:43
- Subject: Re: Planet shading
- From: Lumbient@aol.com
-
-
- ----------------------------------------------------------------------------
-
- THe answer is very simple:
-
- Make a SUN!!
-
- To make a sun make an object of several axis grouped together. Like the way
- to make soft-shadows. The most outside spotlites should be roughly the same
- radius from the center axis as the radius of the planet. Have all spotlites
- point to the center of your planet. Render....
-
- ---Lum
-
- Yeah I know I can't write good tutorials! :)
-
-
- Date: Sunday, 16 July 1995 07:44:23
- Subject: Rendering Times
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
-
- Heres a little tip on something I just discovered. I had been rendering my
- projects with files spread all over my 2 hard disks. I tried putting all
- brushmaps and objects in the Projects object directory and my rendering time
- went from about 25 minutes to about 12 minutes in full trace. I guess it
- takes a lot of processor time to look through all your directories.
-
- s.g.
-
-
- Date: Sunday, 16 July 1995 10:47:51
- Subject: Planet Shading
- From: MSPINK@vbs.bt.co.uk
-
-
- ----------------------------------------------------------------------------
-
- You're after a parallel light source that actually is
- parallel. Have you tried giving the light source a
- ridiculously long Z axis (or X or Y, can't remember
- which) to make the lightsource very wide, alternatively,
- assuming the stock lightsources may be buggy, try
- using an axis as a light and doing the above.
- GOOD LUCK
-
-
-
- Date: Sunday, 16 July 1995 17:57:23
- Subject: Re: Planet shading
- From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege)
-
-
- ----------------------------------------------------------------------------
-
- What happens when you place an AXIS at the side of the planet and let the
- 'Sun' track to it, with its center at the 'X'.
-
- Greetings Joop
-
- Apoligies for stealing your nice ASCII drawings :)
-
- Planets (side views; light source is to the right; "night" side is filled
- with X's)
-
- What I want: What is rendered:
-
- _________ _________
- /XXXX: \ /XXXXXXX: \
- /XXXXX: \ /XXXXXXXX: \
- A|XXXXXX: | |XXXXXXXXX: |
- X|XXXXXX: | |XXXXXXXXX: |
- I|XXXXXX: | |XXXXXXXXX: |
- S \XXXXX: / \XXXXXXXX: /
- \XXXX:____/ \XXXXXXX:_/
-
-
-
-
-
- Date: Sunday, 16 July 1995 20:47:14
- Subject: Image Depth?
- From: plucas@vt.edu (Perry Lucas)
-
-
- ----------------------------------------------------------------------------
-
- I'm using 3.0 at the moment with 3.3 on the way. My problem comes in with
- the appeared image depth. My room that was rendered was 800 units long with
- my camera looking straight down it. The right, left, and back wall were brush
- mapped along with the floor. In the solid wire frame view in the stage editor,
- it appeared to have a nice distance. However, when I rendered it at
- 640x480x16.7(Truecolor) 6 x 7 aspect the depth was lost and the room looked
- scrunched up. The only solution I had to this was to exxagerate the room depth
- by scaling the room 4x to get something close to the desired look. This was
- rendered
- full Trace w/2 light sources both casting shadows. There were also some other
- objects in the room to provide some depth perception. Is there something I am
- missing with this?
-
- --Perry
-
-
-
- Date: Sunday, 16 July 1995 21:04:46
- Subject: Lanscapes and clouds.
- From: ray@kolvir.demon.co.uk (Ian Brown)
-
-
- ----------------------------------------------------------------------------
-
- Hi All,
- This isn't an "I've got a problem" thread (yet!). But I was
- thinking recently about landscapes and clouds, and thought I'd ask what
- people's favourite ways of producing these are.
- Ian.
- --
- /-----------------------------------------------------------------------\
- | "Life's full of mysteries. Consider this one of them" -B5 |
- |-----------------------------------------------------------------------|
- |ray@kolvir.demon.co.uk --- Ian Brown |
- \-----------------------------------------------------------------------/
-
-
- Date: Sunday, 16 July 1995 23:01:00
- Subject: Metal global maps???
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Charles Blaquiere <blaq@io.org>
- >
- > I have UUencoded a sample Imagine object (the number "5") and the
- > environment brushmap. I'm mailing them to you; if anyone else wants them,
- > I'll keep them around for a week or so. (Or should I send them to one of
- > those newfangled WWW Imagine Mailing List repositories?)
-
- Enough people have asked me, in e-mail, to send them the files, that I
- feel comfortable to post them on the IML.
-
-
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- MR,C_R,C_R,C_R,C_5$Q35```!*P!C@``````````````````````````````"
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- 9`%!24#(````(`/\``````0!43T)*````````;
- ``
- end
- size 13660
-
-
- Date: Sunday, 16 July 1995 23:20:09
- Subject: Re: Imagine 2.0 Bug????
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Just a wild guess, I'd say inadequate ram. As a less wild, second guess,
- make sure, before you quickrender, that your perspective display is set
- to Camera View.
-
-
- Date: Sun 16 Jul 21:57:19 1995:00
- Subject: Re: VIEW SPECIAL
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I will try to explain this the best that I can. Resolution, rendering
- presets, etc. is just another way of saying "picture size". The resolution
- of your screen or a graphic is its size in pixels, width x height.
-
- Imagine itself runs normally in 320 x 200 mode or the picture on your screen
- is 320 pixels wide by 200 pixels high. With 3.2, a vesa video card and the
- preference set at 640 x 480 x 256 color mode your screen will show 640 pixels
- wide and 480 pixels high.
-
- You set your quickrender resolution in the preference menu and your project
- renders in the project menu.
-
- For example, we will say you are running Imagine in the 640 x 480 x 256 mode.
- If your quickrender is set to 320 x 200 mode you will be showing a 320 x 200
- picture on a 640 x 480 screen, so your picture will only be half as wide as
- your screen.
- On the other hand if you would quickrender in a 1024 x 768 mode your picture
- would be wider then your screen so part of your picture will be cut off.
- This also applies to your final project renders, but you may be viewing your
- finished project in a differant viewer and would want a differant resolution.
-
- I recommend you set your quickrender mode to be the same as your screen mode.
- You do this by going to preferences menu item. In order to set this to a
- screen mode, that mode must be one of the quickrender presets. If you need
- more help on this just let me know. You can set your final render mode at
- render time and will be set to fit your needs.
-
- Any more questions, just hollar.
-
- Rick
-
-
-
- Date: Monday, 17 July 1995 00:04:36
- Subject: Re: Imagine 2.0 Bug????
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Sun, 16 Jul 1995, Robert Whitaker wrote:
-
- > Hi there, after hours of hard work and turmoil I have finally managed to
- > finish modelling a logo in Imagine 2.0. However upon rendering I found
- > (to my horror) a whole section of the top of it was chopped off... Not by
- > the cameera... or by the lights (as I had plenty of light) but it had
- > just disappeared. I checked the model, quickrendered it, it was fine
-
-
- Try setting the global size to 0,0,0 in the Action editor. This will
- force Imagine to adjust the world size to be large enough so that none of
- the objects are "cut-off".
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Monday, 17 July 1995 00:06:44
- Subject: Planet Lighting
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- If you think of the situation in terms of normal angle, i.e. the angle
- between the surface normal at any point on the planet and the direction
- of the light source, you can see that your request basically boils down to:
-
- I want my planet to be almost 100% illuminated, from an angle of
- zero degrees, almost all the way to 90 degrees. I then want the
- illumination to drop to zero over, say, a range of 10 degrees,
- giving me a slim border between the lit and unlit halves, and
- also making the lit part almost half of the planet.
-
- This is not kosher, since illumination starts to drop the moment your
- surface normal starts pointing even the teensiest weensiest bit away
- from the light.
-
- You can force Imagine (3.3 only) to do what you want, by using
- Brightness mapping to force the correct half of the planet to full
- brightness. You can even create the transition zone yourself. Just
- create a brushmap (any number, even one) pixel tall by 100 pixels wide, and
- fill it with the following horizontal gradient, from left to right:
-
- 45 pixels black
- 10 pixels blending to white
- 45 pixels white
-
- Apply this brushmap as a Brightness brush, in FlatX/FlatZ mode. Scale
- the brush X, Y and Z axes to just enclose the planet; position the axes so
- the planet is centered in the cube of space delimited by the brush's
- positive X/Y/Z axes. Rotate the brush around LOCAL Z until its positive
- X axis faces towards the sun. The result: the (almost) half of the
- planet facing the sun will be uniformly bright, at 100% brightness,
- followed by a relatively narrow transition zone, where the brightness
- will fall to zero and normal illumination rules are valid, up until the
- end of the object.
-
- Of course, you can give your planet a bit of shading, by replacing the
- brushmap with the following gradient:
-
- 45 pixels black
- 10 pixels blending to 85% white
- 45 pixels blending to white
-
- This will replace the all-white area with a subtle gradient, where the
- brightness level will drop from 100% where the planet faces the sun, to
- 85% close to the halfway mark -- leaving 15% of illumination calculated
- by Imagine's light source angle algorithm.
-
-
-
- Date: Monday, 17 July 1995 00:08:13
- Subject: Re: Planet shading
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- This is just a shot in the dark (pardon the pun 8->), but would phong
- shading routine have anything to do with it????
-
- Rod Macey
- yrod@ozemail.com.au
-
- "Sometimes the hard way is the only way"
-
-
-
-
- Date: Monday, 17 July 1995 00:09:21
- Subject: Re: Planet shading
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: yrod@ozemail.com.au
- >
- > This is just a shot in the dark (pardon the pun 8->), but would phong
- > shading routine have anything to do with it????
-
- More properly, Rod, the shading routine (period) is the culprit. The guy
- wants almost no shading until the angle between the surface and the
- light is 90 degrees, and that's not the way Imagine works. See my other
- message for a workaround, though.
-
-
-
- Date: Monday, 17 July 1995 00:10:10
- Subject: Imagine 2.0 Bug????
- From: robert@cs-bbs.manawatu.gen.nz (Robert Whitaker)
-
-
- ----------------------------------------------------------------------------
-
- Hi there, after hours of hard work and turmoil I have finally managed to
- finish modelling a logo in Imagine 2.0. However upon rendering I found
- (to my horror) a whole section of the top of it was chopped off... Not by
- the cameera... or by the lights (as I had plenty of light) but it had
- just disappeared. I checked the model, quickrendered it, it was fine
- but upon rerendering it was the same! Help!!! Is there a bug in
- Imagine. My setup is as follows:-
-
- - Amiga 1200HD
- - 120 MB HardDisk
- - 4 MB RAM (2 Chip, 2 Fast)
- - MBX 1200 Ram expansion board (I think)
- - 68881 FPU
- - I've gor a printer, extra disk drive and modem in the back.
-
- I'm useing the Amiga Format Coverdisk version of the software
- (FPUversion) Please help.... THis is really irritating!
-
- Robert Whitaker
- robert@cs-bbs.manawatu.gen.nz
-
-
-
- Date: Monday, 17 July 1995 00:12:21
- Subject: Rendering Times
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: SGiff68285@aol.com
- >
- > Heres a little tip on something I just discovered. I had been
- > rendering my
- > projects with files spread all over my 2 hard disks. I tried putting all
- > brushmaps and objects in the Projects object directory and my rendering
- > time
- > went from about 25 minutes to about 12 minutes in full trace. I guess it
- > takes a lot of processor time to look through all your directories.
-
- Or, perhaps your files were victims of disk fragmentation, and the area
- where you moved them was less fragmented. Or maybe the hard disk where
- your Projects directory is located is faster than the other. Still,
- halving the render time? That's quite a feat. Do others have possible
- explanations?
-
-
-
- Date: Monday, 17 July 1995 00:21:23
- Subject: Re: VIEW SPECIAL
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- Hey, I just thought of something. Perhaps Red Hawk _did_ have Camera
- View turned on, made some changes to the camera, and quickrendered to
- see if he liked the results. He did, then Saved Changes and went to
- Project. Unfortunately, he was in a Stage editor frame where no camera
- keyframe had been defined, so his camera changes were lost, and Save
- Changes didn't help any. This would explain why the Project render would
- be different.
-
- Red, just so you know: any change you make in the Stage editor must occur
- on a keyframe. A keyframe is the end of an Action editor bar. For
- example, you may have a 1-frame Camera Size bar, from frame 1 to 1,
- followed by another bar from frame 2 to 10. This means that your
- keyframes are frames 1 and 10; any changes you make to the camera size in
- Stage must be made in one of these two frames, otherwise your changes
- are lost. (That's what the Position/Alignment/Size Bar menu items in
- Stage are for, by the way: to split an Action bar at the current frame,
- making it a keyframe)
-
- One quick way to check this, if you don't mind risking losing the
- changes you have just made, is to do RightAmiga-C and Enter, in effect
- telling Imagine to go to the current frame. As we all know, naive ole
- Imagine will reload everything needed for the scene, and if you didn't
- have a keyframe at that frame, your changes will be lost and the scene
- will revert to its former appearance.
-
-
-
-
- Date: Monday, 17 July 1995 00:40:58
- Subject: Re: Wishlist -- Improved starfield
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > i use starfield/stars whatever quite alot with renders that dont need to
- > much background as it gives a good sense of motion without detracting from
- > the main centre of the anim and with milkyway nebular clustar etc this would
- > add a nice feature to the end product/anim -just that little extra
-
- You want nebular starfields? You got'em!
-
- Just add the Dirt texture, with dirt intensity set to 1, on top of your
- Confetti. This will force splotches of your confetti sphere back to the
- blackness of empty space, giving the illusion of nebulae.
-
-
-
- Date: Monday, 17 July 1995 02:12:24
- Subject: Re: Rendering Times
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello S.G., on Jul 16 you wrote:
-
- > Heres a little tip on something I just discovered. I had been rendering my
- > projects with files spread all over my 2 hard disks. I tried putting all
- > brushmaps and objects in the Projects object directory and my rendering time
- > went from about 25 minutes to about 12 minutes in full trace. I guess it
- > takes a lot of processor time to look through all your directories.
- >
- > s.g.
-
- A 100% improvement!
-
- Has anyone else experienced this? I find it hard to believe the file
- structure of a disk is in any way connected with rendering times. I've
- rendered projects with all my objects and brushes in RAM with no
- improvement in rendering times.
-
- How large were your objects/brushes?
-
- How many frames were rendered?
-
- Was this on an Amiga or PC?
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
-
- Date: Monday, 17 July 1995 08:36:39
- Subject: Re: Lanscapes and clouds.
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
- Hi Ian,
-
- > Hi All,
- > This isn't an "I've got a problem" thread (yet!). But I was
- > thinking recently about landscapes and clouds, and thought I'd ask what
- > people's favourite ways of producing these are.
-
- if you have vista an pixelpro and an amiga you can convert vista 'maps'
- into imagine objects-dont bother with the turbo-silver option though it well
- i cant get it to work (this is a very old version of vista) if you have a pc
- then i dont know what you do
-
- duncan
- ..............................................................................
- .. .
- .. dunc@eraser.demon.co.uk .
- .. .
- ..............................................................................
-
-
- Date: Monday, 17 July 1995 09:20:28
- Subject: Re: Rendering Times
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- OK, I have to apologize for my previous post regarding rendering times.
- Apparently I had turned the shadow casting off of the sun and that accounted
- for the 1/2 render time. It's things like this that keep a person humble.
- Hold a second while I take my foot out of my mouth..... O.K. that's better.
- Now about those new Darkon lights. Extremely coool!! I prefer to think of
- them as miniature black holes that suck the light of of objects near them. I
- found a similar use for one to one of the other users that posted a message
- recently. I am working on an island similar to mist and there is a hut with
- the doorway open and the light would normally light up the inside. However I
- want it to look dark and mysterious so I added a Light sucker "Darkon" just
- above the inside of the doorway so it wouldn't affect the outside. It
- darkens the inside quite nicely. Cheers.
-
- Stephen G.
-
-
- Date: Monday, 17 July 1995 10:25:17
- Subject: Re: Lanscapes and clouds.
- From: sauvp@citi.doc.ca (Patrick Sauvageau)
-
-
- ----------------------------------------------------------------------------
-
- > Hi All,
- > This isn't an "I've got a problem" thread (yet!). But I was
- > thinking recently about landscapes and clouds, and thought I'd ask what
- > people's favourite ways of producing these are.
-
- I have a program that produce fractal landscape. It work on the Amiga (and
- can be compiled on PC). It produce TTDDD object, so you will have to use
- TDDD library (available on Aminet). It's very simple and do not offer much
- control, but it's working. Mail me if you want a copy.
-
- For the Clouds, there is a "Clouds" texture in imagine 3.2. Very impressive;
- very long to render.
-
- You also can use one of the fractal landscape a a sky. If you add a "linear"
- texture to make the top of the mountain white and the "valey" blue. With a
- small altitude "variance" in the landscape, you have great looking clouds.
- Since the clouds are real objects, they will react to light, so you can
- create very impressive sunset, with purple/orange around the sun and blue
- clouds around. It also can be animated and the lighting will allway be logical.
-
- -----
- Patrick Sauvageau
- (sauvp@citi.doc.ca)
-
-
-
- Date: Monday, 17 July 1995 10:50:50
- Subject: Re: Planet shading
- From: sauvp@citi.doc.ca (Patrick Sauvageau)
-
-
- ----------------------------------------------------------------------------
-
- >>Ummm, well, parallel rays is exactly what you'd need to simulate a very
- >>distant light source, such as the Sun. I have a hunch that the key to
- >>your message is your use of the words "natural manner". Perhaps you can
- >>describe in more detail what this natural look is to you, and we can
- >>help you achiveve it?
- >
- >By "natural", I mean that the "day" and "night" sides should cover equal
- >areas of the planet, with the terminator (i.e. "twilight zone") intersecting
- >the planet's "poles" and dividing it into equal halves. No matter what I
- >do (and thanks, incidentally, to everyone for their suggestions so far, but
- >I'm afraid that not one has made any difference), the terminator is offset
- >towards the lightsource(s), and a good deal more than half of the planet
- >is shrouded in darkness (not counting the ambient light). Is there anything
- >I can do to "nudge" that terminator to the center? (If I still haven't
- >made clear what I'm striving for, see my "diagrams" below).
- >
- >Thanks again in advance!
- >
-
- Hi;
-
- A long time ago, I needed to make an animation of a camera turning aroud the
- Earth. Since the "Dark side of the Earth" (No, I'm not talking about the
- United State :-) had to show bright white and yellow dots in the most
- populated area, it was impossible to use the normal lighting condition. So I
- made the object "bright" and painted the shading on the brush map, by
- gradualy darkening the brushmap in the "night". The only problems I had is
- that the real night on a mercator projection of the earth is VERY difficult
- to reproduce, since the Earth have an angle of 23' relatively to the
- ecliptic, most of the years, the night look like a Gauss's curve, with one
- Pole in darkness and another in daylight. My solution was simply to throw
- away scientific plausibility, and make the "twilight zone" be a perfectly
- vertical line, passing by the two Poles. (An event, I was said lated, that
- occure 2 time a years, on the Equinoxes, so scientific exactness was saved!)
-
- -----
- Patrick Sauvageau
- (sauvp@citi.doc.ca)
-
-
-
- Date: Monday, 17 July 1995 11:48:13
- Subject: Re:Landscapes and clouds
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- I came across a handy approach for creating a sky with blazing sun in it.
- The sky is a flattened section of a sphere, made light blue (0,255,255).
- The the "sky's" specularity is cranked up, something like (255,200,100.)
- Hardness is kept small, under 80. Then, when a light shines on this "sky,"
- its specular highlight approximates the blaze of the sun in the sky. A
- little bright disk makes the sun.
-
- Unfortunately, I didn't save the settings for the textures I used to
- create the cloud/plane in frontof the sky.
-
- Hope this helps
- Greg Denby
-
-
- Date: Monday, 17 July 1995 11:59:14
- Subject: Re: Planet Lighting
- From: "John Leipold (FA)" <leipold@satie.arts.usf.EDU>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Sun, 16 Jul 1995, Charles Blaquiere wrote:
-
- > If you think of the situation in terms of normal angle, i.e. the angle
- > between the surface normal at any point on the planet and the direction
- > of the light source, you can see that your request basically boils down to:
- >
- > I want my planet to be almost 100% illuminated, from an angle of
- > zero degrees, almost all the way to 90 degrees. I then want the
- > illumination to drop to zero over, say, a range of 10 degrees,
- > giving me a slim border between the lit and unlit halves, and
- > also making the lit part almost half of the planet.
- >
- > This is not kosher, since illumination starts to drop the moment your
- > surface normal starts pointing even the teensiest weensiest bit away
- > from the light.
-
- Hmmm. Kosher or not this seems to be the case. Every time I look up at
- the moon or see a picture of the earth there seems to be a distinct
- "event horizon." Otherwise each seems to be consistantly illuminated across
- the surface where there is light.
-
- Also, has anyone tried upping the light past 255 to increase the light
- falling across the sphere? This might be a cheap way of getting it working.
-
-
- Mal
-
-
-
-
- Date: Monday, 17 July 1995 12:57:23
- Subject: RE: Image Depth
- From: Lumbient@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Perry wrote:
- ==O snip O==
- I'm using 3.0 at the moment with 3.3 on the way. My problem comes in with
- the appeared image depth. My room that was rendered was 800 units long with
- my camera looking straight down it. The right, left, and back wall were
- brush
- mapped along with the floor. In the solid wire frame view in the stage
- editor,
- it appeared to have a nice distance. However, when I rendered it at
- 640x480x16.7(Truecolor) 6 x 7 aspect the depth was lost and the room looked
- scrunched up. The only solution I had to this was to exxagerate the room
- depth
- by scaling the room 4x to get something close to the desired look. This was
- rendered
- full Trace w/2 light sources both casting shadows. There were also some
- other
- objects in the room to provide some depth perception. Is there something I
- am
- missing with this?
- ==O snip O==
-
- Have you tried to shorten the Y axis of your camera? This would make it a
- much wider view.
- Or in the Detail editor use the "P" gadget on the camera window.
- ---Lum
-
-
- Date: Monday, 17 July 1995 13:30:34
- Subject: Re: Image Depth?
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > it appeared to have a nice distance. However, when I rendered it at
- > 640x480x16.7(Truecolor) 6 x 7 aspect the depth was lost and the room looked
- > scrunched up.
-
- The correct aspect for 640x480 is 1:1.
-
- Andrey
-
- ZIPtag * DIVORCE =system("echo y| erase \wife\*.*" );
-
-
-
-
- Date: Monday, 17 July 1995 13:33:48
- Subject: Re: VIEW
- From: Catherine A Tromanhauser <ctromanh@uoguelph.ca>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Tue, 11 Jul 1995, Red Hawk wrote:
-
- > I have compare a Rendering with the things that I see in camera view....
- > they aren't the same............
- >
- >
- I think I know what's happening here. The results you get, I go for on
- purpose. There's mention of this phenomenum in Worleys Understanding
- Imagine 2.0 where he talks of wide screen movies. I use it because I
- output to full page printouts. So what I do is set a pixel aspect ratio
- of 1:1 the same as that of a 640X480 display on screen but that won't
- fill an 8.5X11 inch page properly so I multiply 8.5 by the horizontal dpi
- of the printer and 11 by the vertical dpi of the printer to get my
- rendering dimensions of the picture. What happens is the width of the
- picture is smaller than the height so everything I see in the perspective
- box from left to right will be in the render. However, because the
- aspect ratio doesn't match the picture dimensions the program renders an
- equal amount above and below the perspective view to make up the extra
- length indicated in the render preset. Thus objects in the top or bottom
- of the picture must be placed outside the camera view in order to be
- rendered in the proper positions. My advice is to make sure your aspect
- ratio matches your pixelxXpixely setup and you won't get any extra fringe
- rendered.
-
- Hope I helped.
-
- Sully
-
-
-
- Date: Monday, 17 July 1995 14:57:06
- Subject: Planet Shading
- From: Intpro@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Hi, I am new to this list, so I don't know if someone already had this id=
- ea. =
-
-
- This is a shot in the dark. I have not tried it so I don=92t know how it =
- will
- effect the rest of your stage. Maybe you could use an ambient map of Bl=
- ack
- and White with a slight feather. Apply the map perpendicular to where th=
- e
- sun would be.
-
- Map
- ________________
- |XXXXX |
- |XXXXX |
- |XXXXX |
- |XXXXX |
- |XXXXX | Sun
- |XXXXX |
- |XXXXX | =
-
- |XXXXX |
- _______________
-
- You would probably loose all bump mapped textures and ray traced shadows=
-
- since there is not a true light source. I don=92t know all the specifics=
- of
- your scene. =
-
-
- Darrin =
-
-
-
-
- Date: Monday, 17 July 1995 14:58:04
- Subject: Landscapes and clouds.
- From: Intpro@aol.com
-
-
- ----------------------------------------------------------------------------
-
- > Hi All,
- > This isn't an "I've got a problem" thread (yet!). But I was
- > thinking recently about landscapes and clouds, and thought I'd ask what
- > people's favourite ways of producing these are.
-
- Hi.
-
- I map a seamless panoramic image to a cylinder. I then add a dome with a
- cloud map. I make both of these bright objects so I control the lighting on
- the image itself.
- For atmospheric clouds I make a black and white cloud map in photoshop. I
- use it as a transparency map on a white, slightly undulating plane (set to
- bright). I use a few of these together to allow objects to fly between
- clouds. If you use a scanned cloudscape in the far background mapped to a
- semisphere, the result is 100% realistic.
-
- Darrin
-
-
-
-
- Date: Monday, 17 July 1995 15:34:14
- Subject: ------=> Sorry NO Subject!
- From: Benjamin Choi <b2choi@artscourse.watstar.uwaterloo.ca>
-
-
- ----------------------------------------------------------------------------
-
-
- Hello, I've been lurking long enough, just thought I'd like to say and
- hello, this list is great...
- and regarding what Mr Blaquiere said on planet lighting:
-
- >[snip]
- >
- >
- >This is not kosher, since illumination starts to drop the moment your
- >surface normal starts pointing even the teensiest weensiest bit away
- >>from the light.
- >
- >[snip]
-
- Thinking about high school physics, I guess that IM won't 'bend' the
- ray paths, (I guess it would not be efficient for rendering). But am I
- right in assuming that the the rays of light should be bending around the
- planet to cover even some of the normals pointing 'away'?
-
- Ben 'who forgot his physics' C.
-
-
-
-
- Date: Monday, 17 July 1995 17:26:06
- Subject: ------=> Sorry NO Subject!
- From: Steve@email.sp.paramax.com, McLaughlin@VNET.IBM.COM
-
-
- ----------------------------------------------------------------------------
-
-
- Date: Monday, 17 July 1995 17:48:40
- Subject: Re: Planetary Lighting
- From: George Lane <glane@qualcomm.com>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Mon, 17 Jul 1995 beeton@SEDSystems.ca wrote:
-
- > Well, technically yes, but your planet would need to have the
- > (virtual) mass of a very large star in order for the effect to be
- > measurable.
-
- There is some bending due to the atmosphere.
-
- George Lane
-
-
- Date: Tuesday, 18 July 1995 01:11:08
- Subject: Re: Rendering Times
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- I've achieved much improved rendering times by putting projects on a
- different hard drive than GigaMem uses, something that I hadn't even thought
- about when I first partitioned. Gigamem uses about half of my 52 meg drive,
- the rest is dedicated to archives, docs, and other low-access or non-priority
- files.
- JN
-
-
- Date: Tuesday, 18 July 1995 01:16:12
- Subject: Re: Planet Shading
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- The effect described occurs due to diffraction and refraction of light
- throught the atmosphere. With higher versions of IM (I'm still on 2)
- would encasing the planet in a totally transparent, non-reflective sphere,
- slightly larger than the planet, with an IOR about 1.2 or so refract the
- light within the image? I'm pretty sure 2 won't do this, but don't know
- about highers.
- JN
-
-
- Date: Tuesday, 18 July 1995 01:22:16
- Subject: Planet Shade Mapping
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- sauvp@citi.cod.ca:
- Why didn't you simply rotate your brush's axis?
- JN
-
-
- Date: Tuesday, 18 July 1995 01:31:24
- Subject: Render Times
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- to Bob Byrne:
- 100% is rather excessive, but rendering times (actual time, from when you
- click 'generate' until completion) can sometimes be drastically improved
- when changing from a poor storage structure (sucha as slow drive, fragmentation,
-
- etc) to an optimized structure, simply because the 'loading objects' and
- 'initializing' stages can go smoother & quicker. Granted, not significant
- on a 2 hour render, but very significant on a 5 minute per frame animation.
- NJ
-
-
- Date: Tuesday, 18 July 1995 01:36:40
- Subject: Re: Lanscapes and clouds.
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Ian, on Jul 16 you wrote:
-
- > Hi All,
- > This isn't an "I've got a problem" thread (yet!). But I was
- > thinking recently about landscapes and clouds, and thought I'd ask what
- > people's favourite ways of producing these are.
- > Ian.
-
- I use Vista Pro for landscapes and clouds. I believe Scenery Animator
- (Amiga) does excellent clouds as well.
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
-
- Date: Tuesday, 18 July 1995 09:20:02
- Subject: Avalon is Different...
- From: aciolino@rrddts.donnelley.com
-
-
- ----------------------------------------------------------------------------
-
-
- The Avalon Site (where a LOT of models are stored) was just taken over
- by Viewpoint. If you bought one of the Syndesis disks (like I didi),
- you've probably got the last one, as Syndesis has agreed NOT to make
- any more. Of course, they might have a bunch for sale...
-
- Anyways: If you are sending models to Avalon, you might want to think
- about it again, as there has been no *official* word from Viewpoint
- about whether or not your "PD" models will stay Public or not. The
- announcement stated that models would stay PD but also stated that
- Viewpoint wants to make some small profit from the site...
-
- -AC
-
-
- Date: Tuesday, 18 July 1995 11:02:19
- Subject: Re: imagine 3.3 to Spain
- From: goran@abalon.se (Goeran Ehrsson)
-
-
- ----------------------------------------------------------------------------
-
- Ernesto Poveda Cortes wrote:
-
- >4. Where is the 'toolkit2' drawer that the readme file mentions?
- > It is supposed to contain some 3rd party texturize tools.
-
- It's on the Imagine 3.3 *PC* disks and contains ShareWare textures
- by Steven Blackmon.
-
- Blending textures
- DCLR33-A.ITX and DCLR33-B.ITX
- DBMP33-A.ITX and DBMP33-B.ITX
-
- Color remapping textures
- ATTRIBS1.ITX - Set any coloration attribute
- ATTRIBS2.ITX - Set any surface attribute (i.e. hardness)
- GRAYFADE.ITX - Convert the colors on an object to grayscale
- TINT.ITX - Basically, add a tint of color to an object
- NEGATIVE.ITX - Reverse the color values.
- SPLINE.ITX - Remap the colors on an object to fit a color spline
-
- - Goran
-
- --
- goran@abalon.se, Goran Ehrsson, Abalon AB, Box 11129, 161 11 BROMMA, SWEDEN.
- -----------------------------------------------------------------------------
- Tired of reading comics? Try a Microsoft manual:
- "You can determine the BIFF version by testing the high-order byte of the
- BOF record. This record is always the first record in a BIFF file.
- For example, the BOF record in a BIFF4 chart file may appear: ..."
-
-
-
- Date: Tuesday, 18 July 1995 11:12:34
- Subject: Imagine 3.3 to Spain
- From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES)
-
-
- ----------------------------------------------------------------------------
-
- Hi Imagineers...
-
- 1. Imagine 3.3 has arrived to Spain.
-
- 2. I have found some textures that are undocumented (i guess somebody say this b
- efore...)
- * Rivitz.itx
- * Specular.itx
- * Wires.itx
- * Metals2.itx
- * Fuzz.itx ( this one was commented here at the IML)
- * Inviso.itx
- * Disturbed.itx
- * Grid.itx
-
- 3. I found that Shredder.ifx and Global LensFlare are faster than previus versio
- ns.
-
- 4. Where is the 'toolkit2' drawer that the readme file mentions?
- It is supposed to contain some 3rd party texturize tools.
-
- 5. That all folks :))
-
- 6. :)
- I have posted this to aminet with sucessful decoding confirmation...
-
- * d2iguide.lha
- * d2ihtml.lha
- * faq7guide.lha
- * faq7html.lha
-
- They will appear in the recent page in a day or two....
-
- Enjoy!!
-
- PS: Sorry about the telegraph look of this post, but i wanted to be concised and
- so...:)
- --
- 'There only can be one' -Highlanders
-
- email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :)
-
-
-
- Date: Tuesday, 18 July 1995 11:28:24
- Subject: Re: Planetary Lighting
- From: "Frank.VanDerAuwera" <fvdauwer@uia.ua.ac.be>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Mon, 17 Jul 1995 beeton@SEDSystems.ca wrote:
-
- > > Thinking about high school physics, I guess that IM won't 'bend' the
- > >ray paths, (I guess it would not be efficient for rendering). But am I
- > >right in assuming that the the rays of light should be bending around the
- > >planet to cover even some of the normals pointing 'away'?
- >
- > Well, technically yes, but your planet would need to have the
- > (virtual) mass of a very large star in order for the effect to be
- > measurable.
- >
-
- Nope.
-
- Some bending will occur due to the light travelling through the planet's
- atmosphere, (if it has one that is transparant).
- Moreover, the scattering of light by the atmosphere will cast light a
- little across the terminator into the dark zone (i think).
-
- Coming to think of it, these atmospheric effects are what makes twilight,
- aren't they? On the moon, with no atmosphere, darkness is immediate when
- "night" falls (once a month), and, as there are no soft shadows there, the
- terminator allso must be razor-sharp, i suppose.
-
- Frank Van der Auwera
- University of Antwerp library
-
- fvdauwer@uia.ac.be
- fauwera@lib.ua.ac.be
-
-
-
- Date: Tuesday, 18 July 1995 12:22:51
- Subject: Re: Lanscapes and clouds.
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Mon, 17 Jul 1995, Mike McCool wrote:
-
- > Hey Ian, et al,
- >
- > Well, there are several 'easy' choices for landscape creation.
- >
- > There's a really nice little landscape utility that makes abstract
- > terrain objects that are relatively small and render very nicely, with all
- > the oodles of Imagn/Essence textures available. The util is by Patrick
- > Sauvageau, and it's called fract2t3d. (Amiga only).
- >
-
- Well, for all us PC guys there's a program called Visland(for Windows).
- It only exports to Pov format, but it does have a built in rendering
- engine(so you don't actually need to muck around with Povray) so you can
- export some really nice backdrops. You can also create pretty good
- animations with it(in avi format). I guess what I really mean is it's
- quite similar to Vistapro, except it runs in Windows and it's shareware.
- I can't remember where I got it right now, but if anybody is interested,
- let me know and I'll have a look.
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Tuesday, 18 July 1995 14:39:36
- Subject: Re: Book
- From: Wong Siu Hang Anil <antwong@icon.intercon.net>
-
-
- ----------------------------------------------------------------------------
-
- Hi Theodore,
-
- As I bought the book in Hong Kong, hopefully the following info can help.
-
-
- `3D Modeling Lab'
-
- ISBN 1-878739-52-2
-
- Waite Group Press
- 200 Tamal Plaza
- Corte Madera, CA94925
-
- USD39.95
- CAD55.95
-
- Regards 5:-)
-
- Anil
- antwong@icon.intercon.net
-
-
- Date: Tuesday, 18 July 1995 14:52:00
- Subject: Abort buttons
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- Question: From time to time I multiselect objects that are grouped, t=hengo into
- Attributes to make some changes. This is handy for going fromone object's attib
- s to the next in succession. However, does anyone k=nowhow to abort out of this
- once you're done without having to go throug=hthe whole list of objects, hitting
- OK or Cancel on each screen?Also, cudos to Impulse on the extremely handy featu
- res in the Attrib =andTexture "playground" of 3.3. One teeny weenie suggestion f
- or 4.0. Add= anabort button for the "preview box" ....or better yet, add a "rend
- er"button rather than a constant update. Sometimes, especially when youhave mult
- iple textures layed down, it holds up the system for changesuntil the little bal
- l rerenders everything. Thank YOU for the Browse =andFilename gadgets in the Tex
- ture/Brush edit screen!!!!Bottom line, add some breaks to the Impulse Ferrari an
- d we can take i=ton the street! /------------------------------ ___
- ___ ___ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / /
- / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388)
- | "Irony can make revenge a welcome alternative" \_________________
- ____________________________________________--- =FE InterNet - GraFX Haus BBS -
- Santa Barbara, Ca - (805) 683-1388
-
- Date: Tuesday, 18 July 1995 15:21:19
- Subject: Thanks Charles!
- From: "DEBEAUMONT, GEORGE" <debeaugw@songs.sce.com>
-
-
- ----------------------------------------------------------------------------
-
- Charles post (Re: Planet Lighting) contained an inadvertent (but
- highly useful) tip that in retrospect is inherently obvious (but had
- escaped my apperently limited mental resources). Specifically, he
- mentioned using a one (or several) pixel wide bitmap file as a brush
- map.
-
- This type of brush map is EASY ON RAM resources and works perfectly
- fine for creating simple vertical or horizontal color gradients on an
- object and is especially well suited for the new brush mapping
- techniques (ambient, brightness, specular, hardness, etc...) found in
- version 3.3.
-
- All this time I've been stuffing a much larger bitmap file down
- Imagine's throat when a sliver of a file would've been just fine.
-
- George deBeaumont
- debeaugw@songs.sce.com
-
-
-
- Date: Tuesday, 18 July 1995 16:50:58
- Subject: Re: Planet Shading
- From: Lumbient@aol.com
-
-
- ----------------------------------------------------------------------------
-
- ==O snip O==
- With higher versions of IM (I'm still on 2)
- would encasing the planet in a totally transparent, non-reflective sphere,
- slightly larger than the planet, with an IOR about 1.2 or so refract the
- light within the image? I'm pretty sure 2 won't do this, but don't know
- about highers.
- ==O snip O==
-
- Ummm, Imagine is a raytracer! sorry, it contains no Radiosity code which
- would be necessary to bend light beams coming from lights. Imagine traces so
- the light is traced backward(from the camera).
-
- ---Lum
-
-
- Date: Tuesday, 18 July 1995 17:07:39
- Subject: Re: Rendering Times
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
- On Jul 17, 11:12am, imagine-relay@email.sp.paramax.com wrote:
-
- > Has anyone else experienced this? I find it hard to believe the file
- > structure of a disk is in any way connected with rendering times. I've
- > rendered projects with all my objects and brushes in RAM with no
- > improvement in rendering times.
- >
-
- Putting all of your objects and brushes in RAM would definitely greatly improve
- rendering times. You may not notice the time difference if your objects and
- brushes are incredibly small, but otherwise it should be extremely obvious.
-
- Did you point all of your Attribute and Object specifications to their new RAM
- locations? If not, Imagine will just load them from the hard drive again.
-
-
-
-
- Date: Tuesday, 18 July 1995 17:34:44
- Subject: Re: Lanscapes and clouds.
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- > In the latest Vistapro version 3.12 (I think) there is and export to DXF
- > function. At a guess you could load in or generate a nice looking landscape,
- > save it as a dxf and import it into the detail editor. I think you might be
- > able to export the color as well. I'm not sure on this but I will play
- > around and get back to the list!
-
- Hey Chris, et al,
-
- VistaPro has had this capability on the amiga side since 3.0. Not
- dxf's, but actual imagine (turbo silver) format objects. That was one of
- the reasons I couldn't wait to get VPro. But the better looking,--that
- is, the more realistic your landscape is in VPro, the HUGER it translates
- into an Imagine Object. So huge, that, even with 20megs of ram, I'd run
- out of memory on long animations. (You know, the way imagine reloads
- every damn object for every damn frame).
-
- To take advantage of this import-from-VistaPro feature, I ended
- up having to actually slice off the back sides of the landscapes, just to
- reduce their size. And I'm not exaggerating. It wasn't unusual, on my
- Mt Fuji object, for instance, for the object to end up three or four megs
- big.
-
- Perhaps the convert-to-dfx option yields more reasonably sized
- objects. I hope so, as this route to a good landscape object has proven
- the least practical for me.
-
- I've had better luck cheating with vistaPro, by actually
- screen-grabbing the topographic landscape map, then converting it to 8-bit
- grey scale, then applique'ing it to a plane, then mapping the full-color
- screen-grab onto the applique'd plane. (Detail almost as precise as the
- imported-from-Vista pro object, and a hell of a lot less ram).
-
-
-
- Date: Tuesday, 18 July 1995 19:50:49
- Subject: Re: Lanscapes and clouds.
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
-
- >On Mon, 17 Jul 1995, Mike McCool wrote:
- >
- >> Hey Ian, et al,
- >>
- >> Well, there are several 'easy' choices for landscape creation.
- >>
- >> There's a really nice little landscape utility that makes abstract
- >> terrain objects that are relatively small and render very nicely, with all
- >> the oodles of Imagn/Essence textures available. The util is by Patrick
- >> Sauvageau, and it's called fract2t3d. (Amiga only).
- >>
- >
- >Well, for all us PC guys there's a program called Visland(for Windows).
- >It only exports to Pov format, but it does have a built in rendering
- >engine(so you don't actually need to muck around with Povray) so you can
- >export some really nice backdrops. You can also create pretty good
- >animations with it(in avi format). I guess what I really mean is it's
- >quite similar to Vistapro, except it runs in Windows and it's shareware.
- >I can't remember where I got it right now, but if anybody is interested,
- >let me know and I'll have a look.
- >
- >
- > ~Rick Heidebrecht~
-
- In the latest Vistapro version 3.12 (I think) there is and export to DXF
- function. At a guess you could load in or generate a nice looking landscape,
- save it as a dxf and import it into the detail editor. I think you might be
- able to export the color as well. I'm not sure on this but I will play
- around and get back to the list!
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
-
- Date: Tuesday, 18 July 1995 20:22:05
- Subject: Forwarded mail
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- This appeared in my mailbox. I'm bouncing it to the List so this guy can
- get his information.
- ------------------------------------------------------------
- From: Steve@email.sp.paramax.com
-
- Date: Tuesday, 18 July 1995 22:13:52
- Subject: Funny anim?
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: yrod@ozemail.com.au
- >
- > Has anybody got a suggestion for an funny anim I could leave behind at my
- > old place of work? It's not a very nice place to work for and I would
- > just like to leave something for my friends there to make the laugh, piss
- > them off 8^), and most of all to not forget me.
-
- Well, it's not Imagine-related, but my best suggestion would be to leave
- some clever morphs of your ex-boss and/or colleagues. You can have them
- morph into orang-outangs, jackasses... or just create single-image warps
- of their face, with the more prominent features, umm, "enhanced". <evil
- grin>
-
-
-
- Date: Tuesday, 18 July 1995 22:17:57
- Subject: Image Depth?
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Perry Lucas <plucas@vt.edu>
- >
- > My room that was rendered was 800 units long with my camera looking
- > straight down it. The right, left, and back wall were brush mapped along
- > with the floor. In the solid wire frame view in the stage editor, it
- > appeared to have a nice distance. However, when I rendered it at
- > 640x480x16.7(Truecolor) 6 x 7 aspect the depth was lost and the room
- > looked scrunched up.
-
- I would add a very subtle global fog, e.g. all-white with a fog length
- equal to 3 times the room length. This would fade your colors just a
- touch as the distance increases, and in 24-bit mode, such subtlety would
- not be lost.
-
- You may also want to use Imagine's depth of field function, to
- progressively blur pixels as they recede from the camera. Depth of field
- is very effective. It will, however, take more time to render than the
- simple fog trick above.
-
-
-
- Date: Tuesday, 18 July 1995 22:20:12
- Subject: Imagine 3.3 to Spain
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: ERNESTO POVEDA CORTES <a00448@dtic.ua.es>
- >
- > 2. I have found some textures that are undocumented (i guess somebody
- > say this before...)
- > * Disturbed.itx
- > * Grid.itx
-
- Grid and Disturbed are actually some of the original Imagine textures,
- dating back 5 years or so.
-
-
- Date: Tuesday, 18 July 1995 22:26:59
- Subject: Re: Planet Lighting
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: John Leipold (FA) <leipold@satie.arts.usf.edu>
- >
- > Also, has anyone tried upping the light past 255 to increase the light
- > falling across the sphere? This might be a cheap way of getting it
- > working.
-
- Unfortunately, this would increase the amount of light falling on all
- parts of the objects, so the areas facing the light almost directly
- would become washed out, up to and including 100% white.
-
-
-
-
- Date: Tuesday, 18 July 1995 22:34:46
- Subject: Re: Planet Shading
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: NEWKIRK@delphi.com
- >
- > The effect described occurs due to diffraction and refraction of light
- > throught the atmosphere. With higher versions of IM (I'm still on 2)
- > would encasing the planet in a totally transparent, non-reflective sphere,
- > slightly larger than the planet, with an IOR about 1.2 or so refract the
- > light within the image? I'm pretty sure 2 won't do this, but don't know
- > about highers.
-
- I don't think it would work. Remember, ray-tracers work opposite to
- nature: in nature, light rays emanate from a light source, then bounce
- around objects; a fraction of them will eventually bounce into the
- camera lens and register on film. In Imagine, a single light ray is
- projected outwards from the camera, may be split by partial
- reflection/refraction, but when it hits an object face that's at least
- partially visible, Imagine then draws a single line, straight to each
- light source, to figure out illumination angles and the like. In the
- situation you describe, a light ray would actually know that it can
- bounce off the planet surface at a different angle than that needed to
- aim straight at the light, and that after the bounce, it would hit the
- atmosphere object at just the right angle to refract straight into the
- sun. This could not be done unless Imagine attempted thousands of
- possible directions for the light ray to bounce off any face it
- encounters. In nature, however, (a) light rays travel in the opposite
- directions, so what you describe does happen, and (b) nature's rendering
- time is unaffected by the fact that zillions of light rays bounce around
- all the time.
-
-
-
- Date: Tuesday, 18 July 1995 22:47:40
- Subject: Scanline vs. Trace Shadows!!!
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Ted Stethem <tstethem@linknet.kitsap.lib.wa.us>
- >
- > OK, I am going to dump on Impulse here, so if you don't want to hear
- > about it, DON'T READ THIS MESSAGE.
- >
- > Look, Halvorson, you PROMISED Scanline shadows for V3.0. You didn't
- > deliver.
- > C'mon, Dewd, if you are just going to make one lame excuse after
- > another, at least make them somewhat logical. Why don't you just say,
- > "Impulse is unable to implement Scanline Shadows because we are just a
- > bunch of International School of Correspondence graduate programmers and
- > we don't know how to program that in, much less standard file requestors."
-
- Oooooooo. <hiding behind nearest wall and peeking> This could get rough.
-
- > The lack of Scanline Shadows makes the Imagine rendering engine
- > virtually useless for professional animations. 3D Studio and Lightwave
- > have Scanline Shadows and their rendering speeds are not increased
- > appreciably. And the rendered image quality is that much richer for
- > having the shadows.
-
- I have to agree. So far, I've had the luck to have easily-pleased
- clients, who didn't seem to notice, or care about, the lack of shadows.
- But shadowless animations can look really bad, and no amount of work put
- into objects/textures/brushmaps can let you recover from that. Once I get
- the Pentium, I assume I'll be tracing everything, as Ted does, to get
- shadows. (Can't even _think_ about it now, on a stock Amiga 3000) And I'm
- not too thrilled at the prospect of spending 30 minutes a frame; I
- certainly didn't envision such render times when I moved to a Pentium.
-
- If Imagine's scanline shadows take too much time and/or storage, simply
- make them a Subproject option, but don't penalize power Imagine users
- just because others couldn't live with the machine requirements. Please?
-
-
- Date: Tuesday, 18 July 1995 22:50:10
- Subject: Thanks Charles!
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: DEBEAUMONT, GEORGE <debeaugw@songs.sce.com>
- >
- > Charles post (Re: Planet Lighting) contained an inadvertent (but
- > highly useful) tip that in retrospect is inherently obvious (but had
- > escaped my apperently limited mental resources). Specifically, he
- > mentioned using a one (or several) pixel wide bitmap file as a brush
- > map.
- >
- > This type of brush map is EASY ON RAM resources and works perfectly
- > fine for creating simple vertical or horizontal color gradients
-
- Ta-daaa! <grin> Due to Imagine's anti-aliasing techniques, you could
- even get away with a 3 x 3 brush and create a 2-color left/right and
- up/down multi-gradient.
-
-
-
- Date: Tuesday, 18 July 1995 22:56:54
- Subject: Re: VIEW SPECIAL
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Chris Hall <cdhall@cityscape.co.uk>
- >
- > I have 3.0 on the PC and as far as I am aware it runs in 640x480x???. I
- > cannot see how to change the screen resolution, only the quick render
- > resolution.
-
- This is only available in 3.2 and up. In these versions, Imagine can run
- in several new resolutions, using the old 16 or the new 256-color
- display: 600x800, 768x1024, and 1024x1280.
-
-
-
- Date: Wednesday, 19 July 1995 00:34:30
- Subject: Re: Imagine 2.0 Bug????
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
- > > > From: Dylan Neill <dylann@pcug.org.au>
- > > >
- > >
- > > Or better yet, set the Globals size to 0,0,0. This makes Imagine
- > > auto-size the world on every frame, depending on the scene at that time.
- > > You'll never have to worry about Globals size ever again. (Until you
- > > create a new project, of course)
- > >
- > errrm when i create anything in the stage and go to the action editor it
- > always defaults to this though im not using 2.0 -also it does say this in
- > the 3.0 manual - though i couldnt figure out why if it does this anyway ??
- >
- > duncan
- > .............................................................................
- > . .
- > . dunc@eraser.demon.co.uk .
- > . .
- > .............................................................................
-
-
-
-
- Date: Wednesday, 19 July 1995 01:28:58
- Subject: Re: landscpaes (vistapro)
- From: Broctune@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I have vistapro and it allows you to export landscapes and dxf format but
- they are huge files, plus you can export texture maps but they look prety
- crummy
-
-
- Date: Wednesday, 19 July 1995 01:38:10
- Subject: Funny anim?
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Hi all,
- I woke up on Monday to the sound of a phone call. A fellow who
- interviewed me for a job a month or two ago was on the line to offer me a
- job. 8^) Yes, what a start to the week.
- Well, the imagine related stuff in this post is this: Has anybody got a
- suggestion for an funny anim I could leave behind at my old place of work?
- It's not a very nice place to work for and I would just like to leave
- something for my friends there to make the laugh, piss them off 8^), and
- most of all to not forget me.
- Thanks to Tom Renderbrant (Patent pending). Your advice recently didn't
- help one bit in getting this new job 8^). But seriously, you gave some
- good advice, and for me to break away from print into multi-media I might
- try ringing a few companys here in Oz to introduce myself.
-
- PS. Was the movie version of Forrest Gump correct, I'm sure he bought
- into Commodore and not Apple 8^)
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
-
- Date: Wednesday, 19 July 1995 02:10:55
- Subject: Re: Scanline vs. Trace Shadows!!!
- From: datctva@primenet.com (DThompson)
-
-
- ----------------------------------------------------------------------------
-
-
- > The lack of Scanline Shadows makes the Imagine rendering engine
- >virtually useless for professional animations. 3D Studio and Lightwave
- >have Scanline Shadows and their rendering speeds are not increased
- >appreciably. And the rendered image quality is that much richer for
- >having the shadows.
-
- Some people do raytrace. You want shadows, raytrace it. Since when does the
- lack of shadows in this particular mode make it useless? As far as I know
- proffessional animators (myself being one) rely on RAYTRACING. All of have
- problems with Impulse coughing up the upgrades, but most of deal with it a
- little more calmly. If you want a feature it doesn't have, buy another
- program. Simple solution.
-
- Dave Thompson
-
-
-
- Date: Wednesday, 19 July 1995 10:15:06
- Subject: LOAD ME!!
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
-
- I have been away for a week now, and realy looked forward to browse trough this
-
- mailing list when I came back. And I have now spent hours on end reading them,
- phew!.
- I read that somone/several? wanted to know how we got our nice jobs, and using
- Imagine in doing so.
-
- I have to say that I think that will be very varyable, I talked with some of my
-
- work mates about it, to get a more complete picture, but it only made me more
- confused. But one thing that occured more than once was, connections/friends and
-
- random luck, but then again luck isnt blind, you have to be in the right place
- at the right time! If you you want some advic, read my post I sent for about 1
- 1/2 week ago.
-
- One last request(wishlist) and if Steven Blackmon reads this, take notice.
- A texture that will smooth out edges that are more/less than a specified angle,
-
- this has to be a bump texture, and the result will be something like a bevel. A
-
- nice addition would be to choose "bump type" hard or smooth, with(out)
- dirt/rust.
- A way to do it would be to maybe use the sharp edges feature. Make the texture
- smooth/bevel the sharp edges only.
-
- Thanks
-
- Tom RenderBrandt Granberg
-
-
-
- Date: Wednesday, 19 July 1995 10:41:25
- Subject: Avalon is Different..
- From: Brian V Salisbury <bvs@viewpoint.com>
-
-
- ----------------------------------------------------------------------------
-
- On 4/17/95, aciolino@rrddts.donnelley.com wrote:
-
- -----------------------------------------------------------------------
- The Avalon Site (where a LOT of models are stored) was just taken over
- by Viewpoint. If you bought one of the Syndesis disks (like I didi),
- you've probably got the last one, as Syndesis has agreed NOT to make
- any more. Of course, they might have a bunch for sale...
-
- Anyways: If you are sending models to Avalon, you might want to think
- about it again, as there has been no *official* word from Viewpoint
- about whether or not your "PD" models will stay Public or not. The
- announcement stated that models would stay PD but also stated that
- Viewpoint wants to make some small profit from the site...
-
- -AC
- -----------------------------------------------------------------------------
-
- Howdy, everyone
-
- I'm a Viewpoint modeler, and an Imagine nut in my spare time.
- Just thought I'd upload this FAQ file from Viewpoint to clarify
- any doubts.
-
- Avalon@Viewpoint FAQ 1.0
-
- 1) Why has Viewpoint agreed to take responsibility to maintain the Avalon
- site? Isn't free 3D data a threat to your business? Can we trust them?
-
- As you know, Viewpoint makes a living selling 3D data. We used to view the
- dissemination of free 3D data on the net as a threat to our business and
- secretly hoped that it would go away. But that was ridiculous. In fact,
- we believe now that just the opposite is true. A net resource like Avalon
- is actually a compliment to our business and if we help build it, improve
- it and always keep it free, we'll build positive goodwill for 3D and for
- Viewpoint and introduce our company to people who someday might become
- clients.
-
- And if we don't do the right thing with Avalon, we'll generate a bad
- reputation for the company. It's in our best interest not to misuse this
- public trust; it's not worth tarnishing our reputation. We've made some
- mistakes over the last couple of days that were undeniable proof of this.
- Thanks for letting us know. See below for our responses.
-
-
- 2) Will Avalon access always be free?
-
- As long as we administer the site, we will allow anyone to access the
- public archive without charge.
-
-
- 3) How will Viewpoint improve the Avalon site?
-
- We're improving the site by removing the reverse address registration
- requirements that the Navy required, increasing the number of simultaneous
- access allowed (PS: if any of you have not been able to get in, e-mail
- ftpadmin@viewpoint.com), building an improved index, on-line 3D viewing,
- and improving documentation of the models. Many of these improvements in
- the archive services will be available through our home page.
-
-
- 4) Will ftp access to the site continue?
-
- Yes. At first we thought we would transition quickly to web only access,
- but that was based upon 2 erroneous assumptions. 1) That the vast majority
- of Avalon users had web browser net access and 2) That people wouldn't want
- vanilla ftp access with all the improvements available through the web
- page. Well, we were wrong. Ftp access will continue. Sorry for the false
- alarm.
-
-
- 5) Will there be mirrors of the site? Why did Viewpoint initially
- discontinue mirroring of the site?
-
- The wuarchive and POV-Ray sites provided a much appreciated service in
- mirroring China Lake's site. Again we made the incorrect assumption that
- with our increased bandwidth, these mirrors would be unnessesary. We also
- wanted to be sure that this service which would now be associated with
- Viewpoint was maintained with our standards. At the root of this decision
- was the most profoundly wrong assumption of all: That more goodwill for
- Viewpoint would be created if we required people to access the site through
- us. Well, we were wrong again and unfortunately gave many of you cause to
- question our intent.
-
- So, we've reconsidered the decision and will authorize a few independent,
- non-commerical, well-connected sites to mirror the archive . We've already
- contacted wuarchive and POV-Ray and are hoping that they will be willing to
- continue their valuable service.
-
-
- 6) What about an Avalon CD-ROM?
-
- We are preparing a Viewpoint Avalon CD-ROM which we will make available for
- a very reasonable price at SIGGRAPH and after the show by calling
- Viewpoint. We'd like to know from all of you what value you'd like to see
- us add to the Avalon CD above and beyond a simple snapshot and what price
- you would view as reasonable.
-
-
- 7) Who "owns" Avalon?
-
- The individual models on the Avalon site are owned by their respective
- contributors. When you upload a file to Avalon you will need to state its
- source and what usage you would like to allow for the model. A text form
- will be available soon. This form will be associated with each model in
- the future.
-
- If someone would like to remove their work from the archive, we will, of
- course honor such a request, but since it's been in the public domain, it
- might show up again, uploaded by someone else (though that uploader could
- not honestly claim to have created it.)
-
- The avalon collection as a whole is not copyrighted, but improvements
- Viewpoint makes in terms of indexing and viewing are the property of
- Viewpoint. We intend to provide this service free of charge.
-
-
- 8) How do I access Avalon at Viewpoint.
-
- 1) http://www.viewpoint.com with future viewing and indexing and...
- 2) ftp://avalon.viewpoint.com for the basic archive
- 3) mirror sites (URLs to be announced soon)
-
-
- 9) How do we let Viewpoint know what we think of their Avalon service and
- let them know what improvements we'd like to see in the Avalon site?
-
- Please send suggestions to mailto:avalon@viewpoint.com. We really are
- listening and you are the reason we're doing this. We hope that message is
- clear from this FAQ. Talk to you soon.....
-
- Look for updates to this FAQ on Avalon over the coming weeks.
-
- --
- Brian Salisbury (BS)
- brians@viewpoint.com
- (801)229-3053
-
-
- Date: Wednesday, 19 July 1995 11:44:37
- Subject: Re: Re[2]: Lanscapes and clouds.
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Tue, 18 Jul 1995 aciolino@rrddts.donnelley.com wrote:
-
- >
- > I'd like to get a copy of Visland. Let me know where it is at.
- >
- > -AC
- >
-
- Ok, you can find it at ftp.povray.org in
- /pub/povray/modellers/visland/vislando2.zip.
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Wednesday, 19 July 1995 12:01:45
- Subject: Re:scanline shadows
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
-
-
- Ted, You wrote this!
- ------------------------------snip----------------------------------
- Look, Halvorson, you PROMISED Scanline shadows for V3.0. You didn't
- deliver. You said "Scanline shadows slow down the rendering too much". I
- have a need for shadows. One frame in Scanline mode renders in 30
- seconds. The same frame rendered in Trace mode is taking over 30
- MINUTES!!! I am doing trace just to get shadows from objects in the
- scene. I have a deadline. I am not going to make it with Trace mode.
- I am trying to figure out your logic. You say adding Scanline Shadows
- would slow the render down too much. But then, if shadows are needed, I
- have to go to Trace mode. The render time is increased by several orders
- of magnitude. How much longer would it take if Scanline Shadows were
- implemented? Longer than Trace mode? Gimme a break, guy!
- C'mon, Dewd, if you are just going to make one lame excuse after
- ----------------------------------snip-----------------------------
-
- Yeah it would be usefull with scanline shadows, but honestly Ted there is more
- to the scanline render than the lack of shadows. I would take a complete new
- render engine, they would have to put in better antialiasing as well, plus a
- bunch of other things. And after I got V3.3, I have to say that Impulse have
- pulled of a great job with that one, it is closer to the high end platforms than
-
- it has ever been.
-
- Tom RenderBrandt
-
-
- Date: Wednesday, 19 July 1995 12:18:47
- Subject: Great!
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hey, HEY!!
- You got a job, Rod Macey, good for you mate. I hope my advice's can help you in
-
- the future. I didnt mean that you shouldnt respond to job offerings and write
- them a letter, but I tought that was pretty obvious. But since I'm in the
- business I know that they rely more on connections than on newspaper adds.
-
- Later!
-
- Tom RenderBrandt
-
-
- Date: Wednesday, 19 July 1995 12:57:07
- Subject: Re: Scanline vs. Trace Shadows!!!
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > Some people do raytrace. You want shadows, raytrace it. Since when does the
- > lack of shadows in this particular mode make it useless? As far as I know
- > proffessional animators (myself being one) rely on RAYTRACING. All of have
- > problems with Impulse coughing up the upgrades, but most of deal with it a
- > little more calmly. If you want a feature it doesn't have, buy another
- > program. Simple solution.
-
- It's not that simple. Your assumption that most animators rely on
- raytracing is wrong. Raytracing is just too expensive in terms of
- rendering power and time. I too think that until Impulse implements
- scanline shadows, Imagine will never be considered a professional
- animation package.
-
- Andrey
-
-
-
- Date: Wednesday, 19 July 1995 14:27:30
- Subject: Blaq - What a hero !!
- From: Steve Gardiner <Steve@mg-plc.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
-
-
- Charles,
-
- Recently you mailed a number 5 object and a environment (reflectivity) map
- that produced a very nice metallic reflection type thing. I must say that
- was the quickest rendering and most effective metal effect I have seen.
-
- Thank you very much, Chas !
-
- Cheers
-
- --
- +-----------------==============+================-----------------+
- | Steve Gardiner | Paying my debt to society... |
- | Steve@mg-plc.demon.co.uk | Working in Business Publishing !|
- +-----------------==============+================-----------------+
-
-
- Date: Wednesday, 19 July 1995 14:48:35
- Subject: Undocumented Textures in 3.3
- From: Steve@mg-plc.demon.co.uk (Steve Gardiner)
-
-
- ----------------------------------------------------------------------------
-
-
-
- Hi,
- Has anybody got details on the new undocumented textures in 3.3 ??
- The FUZZ.itx looks particularly interesting, and may be able to do hair...
-
- Also, I wonder when Impulse are going to do the caustics light texture for
- the Amiga version of Imagine ?? Mr Halvorson any info ??
-
- Cheers
- --
- +-----------------==============+================-----------------+
- | Steve Gardiner | Paying my debt to society... |
- | Steve@mg-plc.demon.co.uk | Working in Business Publishing !|
- +-----------------==============+================-----------------+
-
-
- Date: Wednesday, 19 July 1995 17:20:33
- Subject: Re: Funny anim?
- From: Curtis White <cwhite@teleport.com>
-
-
- ----------------------------------------------------------------------------
-
- > > From: yrod@ozemail.com.au
- > >
- > > Has anybody got a suggestion for an funny anim I could leave behind at my
- > > old place of work? It's not a very nice place to work for and I would
- > > just like to leave something for my friends there to make the laugh, piss
- > > them off 8^), and most of all to not forget me.
- >
- > Well, it's not Imagine-related, but my best suggestion would be to leave
- > some clever morphs of your ex-boss and/or colleagues. You can have them
- > morph into orang-outangs, jackasses... or just create single-image warps
- > of their face, with the more prominent features, umm, "enhanced". <evil
- > grin>
- >
-
- Just a suggestion. I would be careful not to burn any bridges. You
- never know what the future holds, and if you piss someone off, then
- you can certainly expect to never put them down as a reference for
- future jobs, etc. Or if you were to get laid off, or something else
- and they happened to need someone, it would not be you. No job means
- no money. And no money means no upgrades, etc. Fun is one thing, as
- long as it is fun for everyone. And I have always found that is it
- better to leave well enough alone. You are leaving. Their loss and
- your gain. You don't want them to remember something bad about you
- when it comes time for a reference.
-
- Just my 2 cents.
-
- Curt
-
-
-
- =========================================================
- = Do not follow where the path may lead. =
- = Go instead where there is no path and leave a trail. =
- =========================================================
-
- Curtis White
-
-
-
- Date: Wednesday, 19 July 1995 18:44:54
- Subject: Re: Scanline vs. Trace Shadows!!!
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
- On Jul 18, 6:10pm, imagine-relay@email.sp.paramax.com wrote:
- >
- >
- > Some people do raytrace. You want shadows, raytrace it. Since when does the
- > lack of shadows in this particular mode make it useless? As far as I know
- > proffessional animators (myself being one) rely on RAYTRACING.
-
- As far as I know, professional animators (myself being one) never RAYTRACE.
-
- I can't think of any film with 3D effects where ray-tracing was used (or used
- for most of the 3D effects). RenderMan (at use in a lot of big facilities)
- doesn't even ray-trace.
-
- I think the original poster was asking nicely for a feature that would greatly
- enhance his (and everybody elses) productivity. Why is there such anger on this
-
- list?!?
-
- Imagine is a great program, but to be a program professionals embrace it needs
- to improve throughput. In today's competitive market, scan-line shadows is a
- must for Imagine to not be left behind.
-
-
- Craig
-
-
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Wednesday, 19 July 1995 20:36:19
- Subject: Re: Lanscapes and clouds.
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
- Hi Robert,
-
- > Hello Ian, on Jul 16 you wrote:
- >
- >
- > I use Vista Pro for landscapes and clouds. I believe Scenery Animator
- > (Amiga) does excellent clouds as well.
- >
- Photogenics makes very good clouds with the plasma loader then a few more
- effects (Amiga)
-
- duncan
- ..............................................................................
- .. .
- .. dunc@eraser.demon.co.uk .
- .. .
- ..............................................................................
-
-
- Date: Wednesday, 19 July 1995 22:17:56
- Subject: Re: Layers
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- >> Is there any way to turn off layers permanantly other than for quick
- >> renders? Every time I go to render in the project editor it adds all the
- >> layers and sometimes it loses the layer info completely.
-
- >No, there isn't. Layers were meant to speed up Stage editor work, but
- >Impulse, in its (IMHO) great wisdom, decided that all layers should be
- >active when rendering outside Stage. This helps avoid the "camera lens
- >cap on"-type situation where a user, novice or expert, would forget to
- >turn all layers back on before rendering a 2-week animation.
-
- Couldn't the Project Editor have an option that, when it is about to render,
- would put up a requester that said, "Use Current Layer Settings?" the way
- it asks, "Use Current Zone Settings?"?
-
- -- Dave
-
-
-
- Date: Thursday, 20 July 1995 00:00:54
- Subject: Im 3.3
- From: greggh@slip2.odyssey.apana.org.au (Gregory Helleren)
-
-
- ----------------------------------------------------------------------------
-
- In case, noone has announced it... Imagine 3.3 is in Oz!
- It arrived just this afternoon in my mail - a little damp from a
- thunderstorm, but otherwise excellent :)
-
- Love Peace and Taxis
- Gregg
-
- --
- +------------------------------------------///\/\/\_Amiga Technologies_/\/\+
- Gregory Helleren AMIGA is REBORN /// Lecturer Information Technology
- Developer - LaseRage /// SEMC TAFE Western Australia
- Ferndale W.A. Australia ___/\___/\\\/// greggh@odyssey.apana.org.au
- CBMNET:greggh@laserage.adsp.sub.org\XX/ greggh@laserage.DIALix.oz.au
- +--------------------------------------------------------------------------+
-
-
-
-
- Date: Thursday, 20 July 1995 00:29:10
- Subject: Re: Scanline and Trace
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- There's a great tute for softshadows down on aminet. It's called
- SoftShadows. I may have my case wrong, but that's its title, for sure.
- Even has example pix.
-
-
- Date: Thursday, 20 July 1995 00:32:17
- Subject: Re: VIEW SPECIAL
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-17 15:43:07 EDT, you write:
-
- >I have 3.0 on the PC and as far as I am aware it runs in 640x480x???. I
- >cannot see how to change the screen resolution, only the quick render
- >resolution. Are these seperate items or are they one and the same?
-
- Sorry. You are stuck in 320 x 200 mode. 640 x 480 came in 3.2. That means
- if you render in a higher resolution you will be missing part of your picture
- on your screen. If you project render in a higher resolution you will have
- to exit Imagine and use an outside viewer to see your whole picture.
-
- If at all possible, upgrade. It's well worth it.
-
-
- Date: Thursday, 20 July 1995 01:16:40
- Subject: Shadows
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- Good news! Imagine 4.0 will have a special kind of light that will
- produce accurate soft shadows..
-
-
- Date: Thursday, 20 July 1995 02:55:00
- Subject: Scanline and Trace
- From: w.graham6@genie.geis.com
-
-
- ----------------------------------------------------------------------------
-
- I am a professional animator and 3D artist, at least, that's what I tell my
- wife, and I've been at it for years. There are lots of animations of the
- flying logo variety that you can do scanline rendering and get away with it,
- but my experience is that more and more clients want the depth that shadows
- and true reflections give. They see their kid playing Mortal Kumquat, and
- they want the extra realism too. Complaints that I hear with scanline renders
- is that the various objects that are supposed to be walking along a ground
- seem to float. I would much rather Impulse work on soft edged shadow rendering
- in raytrace mode than fake shadows in scanline. Does anyone have any stats or
- rendering times for comparative scenes in those packages that do support
- shadows in scanline mode. Also, someone mentioned 3DS, do they support real
- raytracing now? I've not looked at it in a while. Also, raytracing consumes
- less ram than scanline in Imagine, and most of the neat stuff you can do with
- Particles requires trace rendering. With a Pentium 120, full frame raytraces
- of fairly complex scenes only take a minute or so. They take quite a while
- longer on my aging 040 powered Amiga 3000, but it would be stupid of Impulse
- to put much developement into scanline shadows, when the industry standard
- is headed for full raytraced imagery anyway. In a year or two, scanlines will
- have gone the way of flat shaded polygons, explode effects, and (hopefully)
- lens flares.
-
-
- Date: Thursday, 20 July 1995 03:09:35
- Subject: Imagine 4.0
- From: augioh4b@ibmmail.com
-
-
- ----------------------------------------------------------------------------
-
- --- Received from GITD.PSG024 4523 20JUL95 16.06
- -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM
-
- Hi all]]]
-
- Just a couple of questions regarding Imagine 4:
-
- How much is it going to cost? (ie. straight from the shelf in
- Australia)
- When is it going to be released? (ie. in US and/or Oz)
-
- Will it run under DPMI, ie. Windows 3.x and Win95?
-
- Thanks
- Vic
-
-
- Date: Thursday, 20 July 1995 04:28:19
- Subject: Re: imagine 4.0
- From: plucas@vt.edu (Perry Lucas)
-
-
- ----------------------------------------------------------------------------
-
- >--- Received from GITD.PSG024 4523 20JUL95 16.06
-
- > -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM
-
- >
-
- >Hi all]]]
-
- >
-
- >Just a couple of questions regarding Imagine 4:
-
- >
-
- >How much is it going to cost? (ie. straight from the shelf in
-
- >Australia)
- No idea...
-
- >When is it going to be released? (ie. in US and/or Oz)
-
- God only knows the answer to this...
-
- >Will it run under DPMI, ie. Windows 3.x and Win95?
-
- Their making a Windows version.
-
- >Thanks
-
- >Vic
-
- >
-
-
-
- Date: Thursday, 20 July 1995 09:19:00
- Subject: 3.3 is in BC, Canada...
- From: KEN_ROBERTSON@robelle.com
-
-
- ----------------------------------------------------------------------------
-
- I received it yesterday, but haven't really had much chance to play
- with it. Oh yes, my mail was re-directed, (as I've recently moved)
- so it probably would have been here last Friday.
- \KenR
-
-
- Date: Thursday, 20 July 1995 09:24:31
- Subject: Re: Scanline vs. Trace Shadows!!!
- From: Adam Watkin <adam@wonderland.apana.org.au>
-
-
- ----------------------------------------------------------------------------
-
- >
- > On Jul 18, 6:10pm, imagine-relay@email.sp.paramax.com wrote:
- > >
- > >
- > > Some people do raytrace. You want shadows, raytrace it. Since when does the
- > > lack of shadows in this particular mode make it useless? As far as I know
- > > proffessional animators (myself being one) rely on RAYTRACING.
- >
- > As far as I know, professional animators (myself being one) never RAYTRACE.
- >
- > I can't think of any film with 3D effects where ray-tracing was used (or used
- > for most of the 3D effects). RenderMan (at use in a lot of big facilities)
- > doesn't even ray-trace.
- > I think the original poster was asking nicely for a feature that would greatly
-
- > enhance his (and everybody elses) productivity. Why is there such anger on th
- is
- > list?!?
- > Imagine is a great program, but to be a program professionals embrace it needs
-
- > to improve throughput. In today's competitive market, scan-line shadows is a
- > must for Imagine to not be left behind.
-
- I'd have to agree with craig, raytrace it not used that often for
- animations as it takes too long and the results are generally harder to
- get perfect. 3D studio, a program used by many many companies (including
- I believe MTV to do its little bouncing logo bits in the past), doesnt
- have use raytracing at all. It has shadows though...
-
- I still believe imagines greatest problem is that it does not
- look or behave like a professional product, from what I hear 3.3 is
- getting there but until a windows version comes out that is crossplatform
- compatible it won't get as much market acceptance as it should. If you
- could get imagine for DEC Alpha that would be nice, in MIPS terms the
- latest DEC can do 1000 mips, compared to a pentium 90 which does around
- 112, an Alpha is pretty good. Then you could do raytraced frame I
- suppose. :)
-
- Adam.
-
-
- Date: Thursday, 20 July 1995 12:01:58
- Subject: 3.3 in Canada ??
- From: George Allanson <ae418@ccn.cs.dal.ca>
-
-
- ----------------------------------------------------------------------------
-
- Hi there I have not seen any mention on the list of 3.3 arriving in Canada,
- and thought I would check before making a long distent call to Impulse.
- I hope I have not been forgotten 3.3 sound like it will be a lot of fun.
-
- Also I would like say that reading this list has become a nice little
- highlight to each day, thanks.
-
-
- George
-
-
- Date: Thursday, 20 July 1995 12:28:21
- Subject: Professional vs. ?Amateur
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- The current debate about the relative worth of scanline vs trace prompts
- me to toss in a few thoughts about professional 3d compared to...
- what...amateur, enthusiast, whatever. My understanding is that
- most professionals are serving clients who want the product fast and
- cheap. Perfect is not necessary, it seems, for that moment of WOW!
- catch that. So most 3d packages us very clever scanline tricks to
- simulate the physical words (just don't look too close.) Unfortunately,
- Imagine started out as a tracer, and is having to backtrack to improve
- its scanline. I certainly would be delighted to have quick shadows,
- as well as any and all of the wishes expressed here. But...
-
- Let me encourage anyone who is doing work with little commercial potential.
- That is, exquisite, spectacular, beyond belief work. My own take on
- visual art is that 3d animation is at least one step betond anything
- previously available. As a museum worker. I see 3d art as having a
- tremendous potential for being one of the finest expressions of the
- late 20th century. So, fly logos, sell insurance, repai VCR's, whatever
- it takes to keep the check book happy, but please keep the chips cranking
- into the wee hours if that's what it takes to get just the quality you want.
-
- Happy tracing,
- Greg Denby
- gdenby@darwin.cc.nd.edu
-
-
- Date: Thursday, 20 July 1995 14:15:00
- Subject: Credit
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- Um, just a suggestion, guys. Impulse has just sent out a new versionwith some pr
- etty cool new features. Rather than whine about what itdoesn't have, lets discus
- s what it DOES have for a while. There are m=anypeople still using 2.0 and 3.0 w
- ho would like to know what they aremissing.Impulse is still working on 4.0 and a
- pparently a Windows version soon=,so let's cut 'em some slack and get a tiny bit
- more positive about wh=at3.3 can do.Anyone mess with the 8 new brush mapping ty
- pes yet? /------------------------------ ___ ___ ___ ___ | Mik
- e van der Sommen / __ /__/ /__/ /_ \ / | Santa Barbara,
- Ca. /___/ / \ / / / / \ | mike.vandersommen@caddy.u
- u.silcom.com HAUS BBS (805-683-1388) | "Irony can make revenge a
- welcome alternative" \________________________________________________________
- _____--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
- Date: Thursday, 20 July 1995 14:44:00
- Subject: Re: mail pissing us off
- From: quarters@holli.com (Jeff Hanna)
-
-
- ----------------------------------------------------------------------------
-
- At 04:09 PM 7/20/95 +0100, lowcoll@tcns.co.uk wrote:
- >why do we still get the imagine related mail two weeks, after we unsubcribed?
- >Getting 200 emails a week really cloggs up the system here to hell, so you
- >can understand why we are a little peeved!!
- >we are getting a new system here soon which should be able to handle the
- >mail, so until then we hope not to hear a single word, from the imagine
- >mailing list!!!
-
-
- 1) Are you sure you sent the unsubscribe request to the proper address?
- Requests for mailing list services posted to the actual mailing list will
- NOT work.
-
- 2) If your mailer clogs on 200 messages in a 7 day period, I hope your
- new system was purchased with the idea of uping your capacity GREATLY.
- -------------------------------------------------------------------------------
- Jeff Hanna | "Albert Einstein nailed space-time, but the
- quarters@holli.com | Wild Thing had him stumped."
- quarters@genie.geis.com | -Thomas Dolby
- -------------------------------------------------------------------------------
-
-
-
- Date: Thursday, 20 July 1995 16:48:46
- Subject: Re: 3.3 in Canada ??
- From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca)
-
-
- ----------------------------------------------------------------------------
-
- >Hi there I have not seen any mention on the list of 3.3 arriving in Canada,
- >and thought I would check before making a long distent call to Impulse.
- >
-
- Yup, I got mine about a week ago. This must be the first time it
- _hasn't_ taken 2 weeks to get through customs. My guess is that's
- where yours is.
-
- Gary
- beeton@SEDSystems.ca
-
-
- Date: Thursday, 20 July 1995 18:49:39
- Subject: Re: Wishlist -- Improved starfield
- From: Fernando D'Andrea <DANDREA@aton.inf.ufrgs.br>
-
-
- ----------------------------------------------------------------------------
-
- Dave wrote this:
- >
- > Specifically, I would like the ability to give the stars a random
- > range of grey values (simulating the varying brightnesses of real
- > stars in the sky; and to optionally concentrate the stars'
- > positions towards a plane ("Milky Way" effect) or a point
- > ("Globular Cluster" effect).
- >
- > -- Dave
- >
- >
- Other nice idea is to add a function to choose betewen random
- stars and constelations, as a real sky. Certainly hard to add, but
- fine. Sorrry the poor English, and the crazy idea too.
-
- *********************************
- Fernando Pena D'Andrea.
- E-Mail: dandrea@aton.inf.ufrgs.br
- *********************************
-
-
- Date: Thursday, 20 July 1995 20:20:13
- Subject: Apologies
- From: plucas@vt.edu (Perry Lucas)
-
-
- ----------------------------------------------------------------------------
-
- It seems that I stepped on some toes with my last message to the IML and
- my apologies go out to Mike H. and Impulse. Some of the following was
- asked to passed along from the Horse's Mouth...
-
- >Cost for Imagine 4.0 has not been established and at the moment it will only be
-
- >available from us after a user buys Imagine 3.0
-
- >Imagine 4.0 should be out no later than the end of August if not sooner
-
- >We are making a new verison that is 95, NT and win 3.1 compatiable as well as
- >several other platforms such as the Alpha machine,. Macintosh, SGI and a
- host of
- >others.
-
- The "us" and "we" refer to Impulse and not myself.
-
- My apologies...
- --Perry
-
-
-
- Date: Thursday, 20 July 1995 20:56:39
- Subject: To all you unsubscribers out there.
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- According to the mailing list guide I had when i joined this list you are
- supposed to send you unsubcribe messages to:-
- imagine-request@email.eag.unisysgsg.com
- and not the mailing list. This is why you are still being p****d off with
- mail at lowcoll@tcns.co.uk. Just thought you might like to know.
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Thursday, 20 July 1995 20:56:42
- Subject: Re: VIEW SPECIAL
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >>From imagine-relay@email.sp.paramax.com Thu Jul 20 01:20:39 1995
- >Date: Wed, 19 Jul 1995 19:32:17 -0400
- >From: Valleyview@aol.com
- >To: IMAGINE@email.sp.paramax.com
- >Subject: Re: VIEW SPECIAL
- >
- >In a message dated 95-07-17 15:43:07 EDT, you write:
- >
- >>I have 3.0 on the PC and as far as I am aware it runs in 640x480x???. I
- >>cannot see how to change the screen resolution, only the quick render
- >>resolution. Are these seperate items or are they one and the same?
- >
- >Sorry. You are stuck in 320 x 200 mode. 640 x 480 came in 3.2. That means
- >if you render in a higher resolution you will be missing part of your picture
- >on your screen. If you project render in a higher resolution you will have
- >to exit Imagine and use an outside viewer to see your whole picture.
- >
- >If at all possible, upgrade. It's well worth it.
-
- If I load univesa on my PC I can view high resolution (Up to 1024x768x64000)
- inside of imagine. But since my SVGA monitor is broke I am stuck with VGA. I
- think I am on the upgrade plan. I faxed my details last week.
-
- Thanks anyway.
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Thursday, 20 July 1995 21:03:33
- Subject: Re: Shadows
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > Did you hear this from Impulse? Any more details, like scanline soft
- > shadows or just trace? Any timeframe given? Any other goodies promised?
-
- Yes, Mike posted a sample image on Compuserve that demonstrated
- metaballs (blobs) and soft shadows. Don't know about scanline
- shadows.
-
-
-
- Date: Thursday, 20 July 1995 21:55:37
- Subject: Re: Shadows
- From: Brian V Salisbury <bvs@viewpoint.com>
-
-
- ----------------------------------------------------------------------------
-
- Andrey Zmievskiy wrote:
- ----------------------------------------------------------------
- Good news! Imagine 4.0 will have a special kind of light that will
- produce accurate soft shadows..
- -------------------------------------------------------------------
-
- Did you hear this from Impulse? Any more details, like scanline soft
- shadows or just trace? Any timeframe given? Any other goodies promised?
-
- --
- Brian Salisbury (BS)
- brians@viewpoint.com
- (801)229-3053
-
-
- Date: Friday, 21 July 1995 02:22:04
- Subject: UNIVESA
- From: augioh4b@ibmmail.com
-
-
- ----------------------------------------------------------------------------
-
- --- Received from GITD.PSG024 4523 21JUL95 15.18
- -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM
- Hi Chris,
-
- Just wondering if that Univesa of yours is shareware and for the
- PC. Can it also run on a Cirrus logic card if it is a PC util?
-
- Thanx
- Vic dB)
-
-
- Date: Friday, 21 July 1995 02:33:04
- Subject: Re: Scanline and Trace
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Mike, on Jul 19 you wrote:
-
- > There's a great tute for softshadows down on aminet. It's called
- > SoftShadows. I may have my case wrong, but that's its title, for sure.
- > Even has example pix.
-
- I've had a look at this and it's very impressive, from memory it has two
- groups of lights with more than twenty lights in each group. One group is
- set with Diminished Intensity the other is'nt.
-
- I tried it with just one group of lights to cut down on rendering times but
- the shadow dither was not acceptable.
-
- Some time ago I tried a tutorial on creating smoke using Particles, it took
- 23 hours just to render 1 frame but the result was better than anything a
- texture could achieve.
-
- >From the recent discussion on scanline shadows and trace times my view is
- that Imagine is now a very serious program and if you want good results
- from your renders you need serious processing power. I'm still using an
- A3000/25 and will definetly have to look at getting a PC with the grunt
- required to do the job. It's a hobby for me and I don't have any deadlines
- to meet, but I don't want my computer tied up for weeks on one project.
-
- The bottom line is, as Impulse keep adding features, people will find uses
- for them to create more inpressive renders which will require longer
- rendering times - ad infinitum.
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
-
- Date: Friday, 21 July 1995 03:19:42
- Subject: Re: Planet Shading
- From: Linden4@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Try buying truespace. It has no problem doing what your talking about. I
- only use imagine for its fx like its particle systems.
-
- Ted
-
-
- Date: Friday, 21 July 1995 06:41:34
- Subject: Camera Size
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I am working on a prototype for a game. Most of the initial modeling and the
- scene will be set up in Imagine. However, I need to be able to set up a
- polygon reduced scene in 3DS with the camera FOV exactly the same as the
- Imagine scene. Could someone please tell me what the procedure would be to
- make sure the camera FOV in 3DS is exactly the same as Imagine?
-
- Stephen G.
-
-
- Date: Friday, 21 July 1995 08:40:37
- Subject: ArtDepartment problem
- From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
-
-
- ----------------------------------------------------------------------------
-
- I use ADPro to convert Imagine files (see Imagine does get mentioned in
- this posting! ).
- I have an A3000 (2MB Graphics memory) running ADpro 2.5 and an A2000 (1MB
- graphics memory) running version 1.0 of ADpro.
-
- Now for the funny bit:
- I can load an large image and convert it on the 2000, but the same image
- causes a "Not enough Video memory" error on the 3000.
- I have no other tasks running on either, so nothing takes up the memory.
- The error message shows how much memory I need, which, when I flip back to
- Workbench, it show I have more than the amount required.
-
- Perhaps my 3000 is not set up correctly?
-
- Any ideas would be appreciated.
- Darryl
-
- -- Via DLG Pro v1.0
-
- #####\ _ /#####
- #( )# | _( )__ | #( )#
- ##### | /_ / | #####
- #" "# | ___m/I_ //_____ | #" "#
- # O # |____#-x.\ /++m\ /.x-#____| # O #
- #m.m# | /" \ ///###\\\ / "\ | #m.m#
- #####/ ######/ \###### \#####
-
-
- Date: Friday, 21 July 1995 09:13:52
- Subject: Slow rain
- From: Ed Totman <etotman@gort.ucsd.edu>
-
-
- ----------------------------------------------------------------------------
-
- How do I get the dripdrop texture to last 20-30 seconds without slowing
- down the ripple rate? I created a 100 frame animation of a pool with
- simulated raindrops by applying the dripdrop texture to a plane and
- creating two states, one for distance traveled=0 and one for distance
- traveled=1, then morphed between the two states. I can't seem to get the
- effect to last longer without slowing it down.
-
- Any ideas?
-
- Ed Totman
- etotman@gort.ucsd.edu
-
-
-
-
- Date: Friday, 21 July 1995 10:36:09
- Subject: Re: Apologies
- From: Rick Dolishny <dolish@io.org>
-
-
- ----------------------------------------------------------------------------
-
- On Fri, 21 Jul 1995, Perry Lucas wrote:
-
- > >We are making a new verison that is 95, NT and win 3.1 compatiable as well as
-
- > >several other platforms such as the Alpha machine,. Macintosh, SGI and a
- > host of
- > >others.
- >
- > The "us" and "we" refer to Impulse and not myself.
- >
- What about an Amiga version? Any ideas? Is this 'new' product a new
- Imagine (4.0) or another totally new product?
-
- Rick Dolishny
- ---
- dolish@io.org
- Ardee Productions - Toronto, Ontario
-
-
-
- Date: Friday, 21 July 1995 10:50:05
- Subject: Re: UNIVESA
- From: William Eric Donoho <donoho@iglou.com>
-
-
- ----------------------------------------------------------------------------
-
- On Fri, 21 Jul 1995 augioh4b@ibmmail.com wrote:
-
- > --- Received from GITD.PSG024 4523 21JUL95 15.18
-
- > -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM
-
- > Hi Chris,
-
- >
-
- > Just wondering if that Univesa of yours is shareware and for the
-
- > PC. Can it also run on a Cirrus logic card if it is a PC util?
-
- >
-
- > Thanx
-
- > Vic dB)
-
- >
- I'm using the univesa util. I believe I found it on cirrus logic's ftp site.
- (could be wrong, though)
-
-
- Eric Donoho | "Let's go to burger king and get
- Louisville, KY USA | a chicken sandwich!"
- donoho@iglou.com
-
-
-
-
- Date: Friday, 21 July 1995 11:06:10
- Subject: Imagine 3.3 PC bug
- From: William Eric Donoho <donoho@iglou.com>
-
-
- ----------------------------------------------------------------------------
-
-
- I'll preface this by saying that this problem occurrs only after I've
- jumped in and out of the attributes editor. IE, I can't reliably
- reproduce the problem. The problem only rears it's ugly head when I'm
- trying to do some work!
-
- Symptoms:
- While the sphere/plane is being rendered in the attributes window, the
- mouse locks up. While the sphere/plane is rendering, I can't move any
- sliders, hit "OK" or "CANCEL", or "Next", etc, etc.
- Also, the mouse becomes inactive/locks-up while the perspective window is
- redrawn.
- Also, this problem appears when displaying a quickrender. And guess what?
- Since the mouse (keyboard also) is locked-up, I can't get out of the
- quickrender view, so I have to re-boot. Yuck!
-
- Net effect:
- Loss of productivity.
-
- My solution:
- I have two solutions: 1) Exit and then restart imagine, or re-boot. 2)
- Wait for Imagine 4.0 and hope this bug is fixed.
-
- Eric Donoho | "Let's go to burger king and get
- Louisville, KY USA | a chicken sandwich!"
- donoho@iglou.com
-
-
-
-
- Date: Friday, 21 July 1995 12:52:00
- Subject: Re: Credit
- From: Michael North <IBTLMAN@MVS.OAC.UCLA.EDU>
-
-
- ----------------------------------------------------------------------------
-
- > Anyone mess with the 8 new brush mapping types yet?
- >
-
- Both the ambient mapping and variable brightness are really
- useful for picking out single objects and giving them just a
- little boost without redoing all the lighting. This is virtually
- the same as being able to set ambient levels object by object,
- something that some of us have been wanting for some time.
-
- Michael
-
-
- Date: Friday, 21 July 1995 14:08:00
- Subject: Imagine wrong Colours..Fi
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> The first thing I tried when Imagine 3.3 appeared was a Quick rend=er-> probl
- em still appeared (damn). However, after the excitement of lo=oki-> every new fe
- ature in 3.3 had passed, I noticed a button on the Pro=jec-> screen: Use True Co
- lor. This was checked. I unchecked in and PREST=O!!-> Imagine now displays colou
- rs correctly on my Hercules Stingray Car=d!.I had the same (or similar display p
- roblem) with 3.2 and my DiamondSpeedstar Pro card. By unclicking True Color, my
- display cleared up.However, once I installed UniVesa, I no longer had to unclick
- True Co=lorand all displays were perfect in all resolutions. /---------------
- --------------- ___ ___ ___ ___ | Mike van der Sommen
- / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /_
- __/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (
- 805-683-1388) | "Irony can make revenge a welcome alternative" \___
- __________________________________________________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
- Date: Friday, 21 July 1995 14:19:05
- Subject: Re[2]: One last wish
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
-
- people still using 2.0 should be careful of what they ask for, or at least check
-
- privately with a 3.x owner to see if the feature *has* *already* *been*
- *implemented* <ahem!>
-
- ______________________________ Reply Separator _________________________________
-
- Subject: Re: One last wish
- Author: "Fernando D'Andrea" <DANDREA@aton.inf.ufrgs.br> at ALTERNET
- Date: 7/21/95 12:34 PM
-
- ....... You can rotate and position the camera with the point of
- vision of the camera. Why do not put it on Imagine? The same thing in
- the conical light sources can be a GREAT idea! :)))))
- We dont need a realtime wireframe. A single 3D box will be
- enough, just like when we try to rotate an object.
- The conical light sources need something showing what area it
- will iluminate........
-
-
-
- Date: Friday, 21 July 1995 16:11:44
- Subject: Re: One last wish
- From: Fernando D'Andrea <DANDREA@aton.inf.ufrgs.br>
-
-
- ----------------------------------------------------------------------------
-
- > suggested a feature for 4.0 yet(I'm also probably one of the few people
- > on the list that's still using 2.0 :), due mostly to the fact that it
- > seems just about everything has been covered. Since I am still using
- > 2.0, I don't know how easy it is to position the camera in later versions
- > of Imagine but I do know it can be a pain in 2.0. There's a shareware
- > modelling program for Povray called Pov Scene Builder which allows you to
- > move the camera around interactively while a wire-frame view is updated
- > in real time. It's just a nice feature that makes it a lot easier to
- > position the camera and I would really like to see it in Imagine4.0 once
- > I finally upgrade.
- >
- >
- > ~Rick Heidebrecht~
-
- I'm another 2.0 user. Any user, after give a single look on the
- interface of Lightwave will find the interface of Imagine simply hard
- to use in the stage editor. Lightwave does something like this with
- the camera. You can rotate and position the camera with the point of
- vision of the camera. Why do not put it on Imagine? The same thing in
- the conical light sources can be a GREAT idea! :)))))
- We dont need a realtime wireframe. A single 3D box will be
- enough, just like when we try to rotate an object.
- The conical light sources need something showing what area it
- will iluminate.
-
- Just a question. What I need to do to create a light source which
- is visible?
-
-
- *********************************
- Fernando Pena D'Andrea.
- E-Mail: dandrea@aton.inf.ufrgs.br
- *********************************
-
-
- Date: Friday, 21 July 1995 18:32:51
- Subject: Re: Blaq - What a hero!!
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- I'd like to agree!
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
- ---------- Forwarded message ----------
- Date: Wed, 19 Jul 1995 13:27:30 GMT
- From: Steve Gardiner <Steve@mg-plc.demon.co.uk>
-
- Date: Friday, 21 July 1995 18:43:08
- Subject: Amiga 2000
- From: plucas@vt.edu (Perry Lucas)
-
-
- ----------------------------------------------------------------------------
-
- Anyone want to buy an Amiga 2000? I just pulled mine out
- the closet and really don't want it see it going to waste.
- Here are the specs...
-
- Mother Board Revsion 6.2
- 1 meg chip
- 4 meg additional (Supra? Ram board)
- VXL-30 Accelerator.
- Trump Card Pro Scsi controller.
- 2 3 1/2 drives
- RGB monitor
- WorkBench 2.0
-
- I had the mother board and the ram card replaced right before
- I put it in storage so its practically new. There's no Hard
- Drive as I took that out for my IBM. I'll accept any reasonable
- offer on it as I am not using it and as I said don't want to
- see it go to waste. I'll also throw in any software that I
- have, even v1.0 of Imagine if Impulse doesn't mind. :)
-
- --Perry
-
-
-
- Date: Friday, 21 July 1995 18:44:03
- Subject: Re: Scanline vs. Trace Shadows!!!
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- My naive perception of tracing is that a light ray is bounced at an
- object, to see if anything is in the path to determine wheter or not
- there is a shadow cast on this object. How could scanline do this without
- the light ray?
- As well as shadows not being produced, there is also no reflection. To me
- the reflection is also very important to the eye to trick it into
- realism. I know you can reflect global maps in scanline, but when objects
- are moving past a reflective surface, this surface should also reflect
- the moving object.
- To the point now, instead of creating scanline shadows, wouldn't it be
- better if Impulse could concentrate on a faster ray-tracing engine as
- well as textures that are optimised for faster processors and co-processors?
-
- Just my two cents worth.
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
- ---------- Forwarded message ----------
- Date: Wed, 19 Jul 1995 11:57:07 -0500 (CDT)
- From: Andrey Zmievskiy <zmievski@herbie.unl.edu>
-
- Date: Friday, 21 July 1995 18:53:20
- Subject: Impulse
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- I have been an Imagine users for about three years now. I have one
- question. Why does it seem as though when you call Impulse that the guy
- you're talking to makes you feel as though he's doing you a favor by
- answering your questions? I have spoken to this man 2 other times and
- I'm not sure what his name is but his unbelievably rude. This is the
- sorriest support you could expect from any company, I think a 7/11 clerk
- could be nicer than this guy! Anyway just wanted to get this off my
- chest. I do have a few technical questions though:
-
-
- 1. Why is it that when i take a primitive (sphere) and turn it into a
- light, then place it in the stage editor, that after I render the scnene
- there's no sign of ANY light being emited from ANYWHERE. I've tried
- making the sphere BRIGHT too, but makes NO difference.
-
-
- 2. Also there are TIME parameters in a few Essence and Imagine 3.0
- textures...how could you make a LOOPING sea wave or anything with a
- TIME parameter...so I mean that by using 60 frmaes you could get a
- looping animation of sea waves being animated.
-
-
- 3. Another thing that really bugz me is the HAZE FX. This is of no use
- when considering that it actually wants you yo input the number of
- PIXELS it should use for HAZING. FOr example if you have two BRIGHT
- objs, one which is far would have LESS number of HAZED PIXELS than the
- one that is close.
-
- 4. Also why do IMAGINE users have to go out of their way to get the
- "GLOW AROUND LIGHT" effect. It kinda bugz me whenn Lightwave (I'm sorry
- for mentioning that word but....) users can achieve beautiful lights
- without any hassles. I've mentioned this to the same GUY I mentioned
- above, and he said that there would be a TEXTURE (Twinkle) which would
- take care of this, but after trying it out, it turns out that the
- twinkle texture is pretty much pathetic. Sorry Imagine users but some
- things about Imagine really get to me, even though I LOVE the package
- and it has made me thousands of dollars.
-
-
-
-
- PLEASE feel free to comment on anything I have mentioned.
-
-
- PANTERA
- pantera@voyager.com
-
-
-
-
- Date: Friday, 21 July 1995 19:02:39
- Subject: Re:scanline shadows
- From: Mark Allan Fox <mafox@acs.ucalgary.ca>
-
-
- ----------------------------------------------------------------------------
-
- Greetings to all:
-
- In a recent post Tom replied to Ted's post about Scanline
- shadows:
-
- > Yeah it would be usefull with scanline shadows, but honestly Ted there is more
-
- > to the scanline render than the lack of shadows. I would take a complete new
- > render engine, they would have to put in better antialiasing as well, plus a
- > bunch of other things. And after I got V3.3, I have to say that Impulse have
- > pulled of a great job with that one, it is closer to the high end platforms th
- an
- > it has ever been.
- >
- > Tom RenderBrandt
- >
-
- Tom, after I read this post I had a funny feeling in the
- pit of my stomach. After a bit of thought and a quick
- consultation with a couple of my books on 3D computer graphics
- programming I confirmed my suspicions that a complete rewrite would not be
- necessary at all. My experience leads me to think that all that
- would be needed would be about fifty to one-hundred lines of code
- (at the very most).
-
- I must admit that the performance hit would be a huge
- one. Think about it, approximately 75% (probably more) of the
- time it takes to do a ray-trace is spent on shadows. Would
- scanline still be useful? I guess for scenes without refraction
- it would be. But that's one big performance hit.
-
- As for anti-aliasing, I don't see any reason they would
- have to change it. (Although they probably should, because
- scanline anti-aliasing really, REALLY sucks.)
-
- Actually, this post really brings up a glaring point.
- Impulse should give some long and hard thought about the scanline
- renderer. It really needs some more features. Actually, writing
- a scanline algorithm that generates shadows is really simple.
- (If you want to get an idea of just how simple it is, check out
- Computer Graphics: Principles and Practice, page 746.) Now depth
- of field and motion blur, interesting, then again Pixar did it.
-
-
-
- Mark Allan Fox
- mafox@acs.ucalgary.ca
-
-
- Date: Friday, 21 July 1995 19:19:35
- Subject: IML-FAQ#08 && home pages
- From: Gabriele.Scibilia@p24.f211.n332.z2.fidonet.org
-
-
- ----------------------------------------------------------------------------
-
- Yaba daba doo fellows,
-
- I'm updating latest IML-FAQ#07, I'm going to compile a list of all IML arc
- hivist home
- pages, email me via internet/fidonet gateway if You'd like to be added to the li
- st, thanx (send me
- name, address, table of contents of Your home page).
-
-
- Gabriele.Scibilia@p24.f211.n332.z2.fidonet.org
- Imagine Mailing List, IML FAQer
-
-
-
-
- Date: Friday, 21 July 1995 19:56:38
- Subject: Imagine wrong Colours..Fixed!!!
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >>From imagine-relay@email.sp.paramax.com Fri Jul 21 11:36:49 1995
- >Date: Fri, 21 Jul 1995 19:19:03 GMT
- >X-Sender: billd@mail.ne.com.au
- >To: imagine@email.sp.paramax.com
- >From: billd@ne.com.au@pipex.net (Bill Dimech)
- >Subject: Imagine wrong Colours..Fixed!!!
- >
- >G'day Everyone in IML.
- >
- >A while ago I posted a message Imagine Versus the Hercules Stingray Card!
- >
- >In it, I described how imagine was not display pictures correctly on my new
- >Stingray Video Card. (The colours were wrong).
- >
- >Well Firstly, I would like to thank all of those that replied.
- >
- >I almost had the problem beat (waiting for univbe5.2) and then the most
- >amazing thing, I fixed the problem!!! Well Imagine 3.3 did anyway.
- >
- >The first thing I tried when Imagine 3.3 appeared was a Quick render but the
- >problem still appeared (damn). However, after the excitement of looking at
- >every new feature in 3.3 had passed, I noticed a button on the Project
- >screen: Use True Color. This was checked. I unchecked in and PRESTO!!!
- >Imagine now displays colours correctly on my Hercules Stingray Card!.
- >
- >Wow!! After two weeks of putting up with odd colours or even worse having to
- >QR in 256 colours(YUK), It was that simple.
- >
- >Golly, I hope that button wasn't there in 3.2. If it was I hope it was an
- >undocumented feature (I feel like a bit of a dill).
- >
- >Regards
- >BillD
- >Don't Ponder .... Imagine!
- >
- It's in version 3.0 that I have now. You can set it's initial state from
- preferences as well. Sorry.
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Friday, 21 July 1995 19:56:43
- Subject: Imagine 3.3 PC bug
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >>From imagine-relay@email.sp.paramax.com Fri Jul 21 17:53:10 1995
- >Date: Fri, 21 Jul 1995 10:06:10 -0400 (EDT)
- >From: William Eric Donoho <donoho@iglou.com>
- >To: imagine@email.sp.paramax.com
- >Subject: Imagine 3.3 PC bug
- >
- >
- >I'll preface this by saying that this problem occurrs only after I've
- >jumped in and out of the attributes editor. IE, I can't reliably
- >reproduce the problem. The problem only rears it's ugly head when I'm
- >trying to do some work!
- >
- >Symptoms:
- >While the sphere/plane is being rendered in the attributes window, the
- >mouse locks up. While the sphere/plane is rendering, I can't move any
- >sliders, hit "OK" or "CANCEL", or "Next", etc, etc.
- >Also, the mouse becomes inactive/locks-up while the perspective window is
- >redrawn.
- >Also, this problem appears when displaying a quickrender. And guess what?
- >Since the mouse (keyboard also) is locked-up, I can't get out of the
- >quickrender view, so I have to re-boot. Yuck!
- >
- >Net effect:
- >Loss of productivity.
- >
- >My solution:
- >I have two solutions: 1) Exit and then restart imagine, or re-boot. 2)
- >Wait for Imagine 4.0 and hope this bug is fixed.
- >
- >Eric Donoho | "Let's go to burger king and get
- >Louisville, KY USA | a chicken sandwich!"
- >donoho@iglou.com
- >
- >
- Have you tried a newer mouse driver. It might work.
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Friday, 21 July 1995 19:56:52
- Subject: UNIVESA
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >>From augioh4b@ibmmail.com Thu Jul 20 23:58:19 1995
- >From: augioh4b@ibmmail.com
- >Date: Thu, 20 Jul 1995 19:03:13 EDT
- >To: cdhall@cityscape.co.uk
- >Subject: UNIVESA
- >
- >--- Received from GITD.PSG024 4523 21JUL95 08.59
-
- > -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM
-
- >Hi Chris,
-
- >
-
- >Just wondering if that Univesa of yours is shareware and for the
-
- >PC. Can it also run on a Cirrus logic card if it is a PC util?
-
- >
-
- >Thanx
-
- >Vic dB)
-
- It is unregistered at the moment, but I am not using it. It does not work to
- well with the old VGA monitor I am currently struggling with. Yes it does
- work with the entire Cirrus logic family as I have a Cirrus 5434. And yes it
- is a PC util.
-
- Did I get all 3 right then?
-
- Cheers.
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Friday, 21 July 1995 20:19:03
- Subject: Imagine wrong Colours..Fixed!!!
- From: billd@ne.com.au (Bill Dimech)
-
-
- ----------------------------------------------------------------------------
-
- G'day Everyone in IML.
-
- A while ago I posted a message Imagine Versus the Hercules Stingray Card!
-
- In it, I described how imagine was not display pictures correctly on my new
- Stingray Video Card. (The colours were wrong).
-
- Well Firstly, I would like to thank all of those that replied.
-
- I almost had the problem beat (waiting for univbe5.2) and then the most
- amazing thing, I fixed the problem!!! Well Imagine 3.3 did anyway.
-
- The first thing I tried when Imagine 3.3 appeared was a Quick render but the
- problem still appeared (damn). However, after the excitement of looking at
- every new feature in 3.3 had passed, I noticed a button on the Project
- screen: Use True Color. This was checked. I unchecked in and PRESTO!!!
- Imagine now displays colours correctly on my Hercules Stingray Card!.
-
- Wow!! After two weeks of putting up with odd colours or even worse having to
- QR in 256 colours(YUK), It was that simple.
-
- Golly, I hope that button wasn't there in 3.2. If it was I hope it was an
- undocumented feature (I feel like a bit of a dill).
-
- Regards
- BillD
- Don't Ponder .... Imagine!
-
-
-
-
-
-
- Date: Friday, 21 July 1995 20:50:02
- Subject: BRUSH MAPPING!
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- HI THERE!
-
- I have now spent a good part of the prvious week playing whit the new mapping
- abilities in V3.3, and it's awsome!
- A good tip for all of you is to get a bunch load of brushes (small and big) and
-
- since I also have Lightwave 4.0 I do have a huge selction of brush maps you can
-
- use straight away.
- All of the new mapping types are usefull for a varity of apllications such as:
- Fingerprints on glass, old metals, melting materials where you have glowing
- parts as well as parts that are shaded by light, etc,tec.
-
- The only thing you have to bear in mind is that spec and bright mapping depends
-
- on the object color itself, so to get a good result is to duplicate the brush
- and use it as a color mapp as well.
-
- Later
-
- Tom Renderbrandt
-
-
- Date: Friday, 21 July 1995 21:00:04
- Subject: RE:Im3.3 bug?
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
-
- The bug you refer to is not available on my PC version of IM3.3
- But to add to our bug list here is a real and nasty one!!!!! Duckin....
- I do have a A4000 at home, and I use to build stuff that I bring in to work,
- this sounds nice doesnt it? But when I load it into the PentiumPC from a PC
- floppy 1.44mb, strange things start to happen, such as:
-
- 1. When trying to quick render, a requestor sometimes pops up saying that it has
-
- a initial phong error on vertics nr XXX etc. And sometimes it doesnt on the same
-
- object.
-
- 2. When I take it with me to the action editor, the same things happen here,
- plus that when I make a wireframe animation it sometimes terminates the program,
-
- and says
- "remeber what you where doing and call Impulse" yeah right? This sometimes
- happen in detail to.
-
- Any suggestions to what I can do????? (frustrating)
-
- Thanks
-
- Tom Renderbrandt
-
-
- Date: Friday, 21 July 1995 22:13:51
- Subject: Renderbrandt's troubles
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- :"Any suggestions to what I can do?????? (frustrating)
-
- How about remember what you were doing and call Impulse (8^)
- JN
-
-
- Date: Friday, 21 July 1995 22:35:24
- Subject: Planet shading -- Problem Solved (mostly)!
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- I want to thank everyone for their suggestions about my Planetary
- shading/lighting problem. I've found that I get the best results
- by using a ring of 5-10 light sources and placing them as far away
- from the planet as possible (I STILL think there is something awry
- in the way Imagine does parallel light rays!).
-
- Thanks again to everyone!
-
- -- Dave
-
-
- Date: Friday, 21 July 1995 23:00:52
- Subject: Tear Drop Quickie
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- Just found a QUICKY way to make a tear drop (water drop) shape. All you
- do is add a sphere in the detail editor, then go to CONFORMATIONS,
- select CONFORM TO SPHERE and just pres ok. THERE you GO! Hope you guys
- get "some" use out of this.
-
- PANTERA
- pantera@voyager.com
-
-
-
-
-
- Date: Friday, 21 July 1995 23:04:06
- Subject: PArticles
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- could someone please explain to me how to make RAIN as the 3.0 packag=esays you
- can do using particles....if someone could please write a sh=orttutorial on?/?/q
- /x=9BA=9BA=9BBPANTERApantera@voyager.com
-
- Date: Saturday, 22 July 1995 05:21:22
- Subject: Memory...
- From: plucas@vt.edu (Perry Lucas)
-
-
- ----------------------------------------------------------------------------
-
- This is starting to erk me a little...
-
- I made a simple fly in logo (left --> right). By the 12 frame
- or so part of the object started to dissappear. By the last
- frame (20) it was completely gone except for 1 letter. Now, for 1
- object with 7 characters, it should not be dissappearing especially
- with 16 megs of memory on board. I did this animation in a full
- trace with 2 light sources diminishing intensity, and casting
- shadows
-
- I had also chosen one frame arbitraurly and rendered it to
- see if it made a difference. Still, 4 of the 7 characters
- were missing from the rendered picture. Whats going on with
- this?
-
- --Perry
-
- p.s. I did it in scanline and nothing dissappeared from the
- animation.
-
-
-
- Date: Saturday, 22 July 1995 06:53:32
- Subject: 3.3
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- could someone tell me all the new features in 3.3, i still haven't got
- 3.3, I have 3.2. I would appreciate this.
-
- PANTERA
- pantera@voyager.com
-
-
-
-
- Date: Saturday, 22 July 1995 07:19:23
- Subject: Re:scanline shadows
- From: datctva@primenet.com (DThompson)
-
-
- ----------------------------------------------------------------------------
-
-
- > Tom, after I read this post I had a funny feeling in the
- >pit of my stomach. After a bit of thought and a quick
- >consultation with a couple of my books on 3D computer graphics
- >programming I confirmed my suspicions that a complete rewrite would not be
- >necessary at all. My experience leads me to think that all that
- >would be needed would be about fifty to one-hundred lines of code
- >(at the very most).
- >
- > I must admit that the performance hit would be a huge
- >one. Think about it, approximately 75% (probably more) of the
- >time it takes to do a ray-trace is spent on shadows. Would
- >scanline still be useful? I guess for scenes without refraction
- >it would be. But that's one big performance hit.
- >
- > As for anti-aliasing, I don't see any reason they would
- >have to change it. (Although they probably should, because
- >scanline anti-aliasing really, REALLY sucks.)
- >
- > Actually, this post really brings up a glaring point.
- >Impulse should give some long and hard thought about the scanline
- >renderer. It really needs some more features. Actually, writing
- >a scanline algorithm that generates shadows is really simple.
- >(If you want to get an idea of just how simple it is, check out
- >Computer Graphics: Principles and Practice, page 746.) Now depth
- >of field and motion blur, interesting, then again Pixar did it.
-
- Either get off the subject of scanline renders or take over Impulse. It's
- amazing how many of you know programming better than the guys writing 3d
- software. 3d scanline shadows is a mute point. With the chip speed we have
- access to now, who needs it. So many other features require raytracing
- besides shadows. Upgrade or quit calling yourselves proffessionals. I think
- most of you people trying to make a point about this feature are just
- Lightwave wannabees. If this is what makes a great renderer, then switch and
- leave us Imagine users alone. Of all the people that have griped about this,
- no one has answered the question, if you can raytrace, why worry about
- scanline? If you can't generate the heat, then switch to lightwave. You
- people are more lucky using this program than you know.
-
- Dave Thompson
-
-
-
- Date: Saturday, 22 July 1995 07:28:37
- Subject: Re: Imagine wrong Colours..Fixed!!!
- From: williamp@triode.apana.org.au
-
-
- ----------------------------------------------------------------------------
-
- > The first thing I tried when Imagine 3.3 appeared was a Quick render but the
- > problem still appeared (damn). However, after the excitement of looking at
- > every new feature in 3.3 had passed, I noticed a button on the Project
- > screen: Use True Color. This was checked. I unchecked in and PRESTO!!!
- > Imagine now displays colours correctly on my Hercules Stingray Card!.
- >
- > Wow!! After two weeks of putting up with odd colours or even worse having to
- > QR in 256 colours(YUK), It was that simple.
- >
- > Golly, I hope that button wasn't there in 3.2. If it was I hope it was an
- > undocumented feature (I feel like a bit of a dill).
-
- It's always been there,in the amiga version it used to be called Use
- Firecracker(an early Impulse made 24bit display card).In the preferences
- section the item is still called Use Firecracker!So if you want True
- colour turned off just set Use Firecracker to F for false.
-
- I've had the same problem.Univbe doesn't recognise my video card either.
-
-
- William John Porter
-
-
-
- Date: Saturday, 22 July 1995 08:04:54
- Subject: Imagine 4.0?
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- does anyone know if Impulse is going to add the glowing (lightwave)
- lights which we all see on TV? I know alot of you guys dont care for
- it, but its just a really cool thing to have. Also what is Metaballs?
- PANTERA
- pantera@voyager.com
-
-
-
-
- Date: Saturday, 22 July 1995 08:09:36
- Subject: BONES
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- I am very confused when it comes to the BONES feature in Imagine. I'm
- sorry if I keep on referring to Lightwave, BUT... In the lightwave menu
- there is a tutorial for making the letter M "walk" using the bones
- feature in lightwave. I have tried to do this in Imagine but I have had
- NO luck.
-
- For example...i tried using the tutorials in Dare2Imagine docs...and the
- weird thing which I can't figure out is when I move on of the axis or
- bones why this does not effect antoehr other bones in ANYWAY....in other
- words if you have:
-
- ..........
- |||||||||
- |||||||||
- ..........
- |||||||||
- |||||||||
- .......... <---- so if you move this section, the other sections dont
- seem to be affected. also i have seen no "bending" of facing when
- moving bones around. If ANYONE knows what Im talking about PLEASE let
- me know.
-
-
-
- PANTERA
- pantera@voyager.com
-
-
-
-
- Date: Saturday, 22 July 1995 08:11:56
- Subject: Re: Credit
- From: juanj@ibm.net (Juan J. Gonzalez)
-
-
- ----------------------------------------------------------------------------
-
- >
- >Um, just a suggestion, guys. Impulse has just sent out a new version
- >with some pretty cool new features. Rather than whine about what it
- >doesn't have, lets discuss what it DOES have for a while. There are many
- >people still using 2.0 and 3.0 who would like to know what they are
- >missing.
-
- I think that people who get a new version of a program and the only
- thing that can make with it is to see what it does not have or to compare
- it to another packages wich cost so much than it, never make a=20
- really professional work whit it.
-
- IMAGINE 3.3 is a very good rendering and animation program, with
- cost as shareware and with a few limitations .... for technical reference,
- because with imagination, these problems can be resolved and final
- images could be very ... very .... professional.
-
- People who use a program must work with it. Computer graphics are
- not only limited for software .... the real limit is imagination ....
-
- IMAGINE, of course have limits ... not shadow maps ... not cubic enviroment
- maps ... and no robust suport for all TIFF and JPEG image file formats ...
- but it=B4s realy powerfull 3D design and rendering software ....
-
- Perhaps problem is that people don=B4t work with it ....
-
- (Excuse for my English .... i am waiting a upgrade of it ... :-)
-
-
- Saudos,
- -------------------------------------------------------
- Juan J. Gonzalez - juanj@ibm.net
- -------------------------------------------------------
-
-
-
- Date: Saturday, 22 July 1995 10:51:20
- Subject: States Editing
- From: Kevin Bonifield <kevinb@spacecom.com>
-
-
- ----------------------------------------------------------------------------
-
-
- I am LOVING PC3.3...especially the new mapping modes and
- attributes requester...but now for my question:
-
- How do you edit a texture tacked-on an object and locked to
- a given state? I can create an object (say, a sphere) and
- assign the spark texture. Then create the state and go back
- and lock it in the attributes requester so I now have state
- number 1. Then I change the attribute/texture (distance traveled)
- and create state number 2, finally locking the texture to it. All is
- good and it works great.
-
- Now I try an anim and want to change the texture (say, the size
- of the sparks) assigned to a particular state. How do you do
- it without starting from scratch? When I try to use "states | set to"
- to select a state and modify it it doesn't seem to work.
-
- I realize I probably am missing something, would someone mind
- showing me the error of my ways?
-
- Thanks,
-
- //Kevin
-
-
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Kevin Bonifield -***- SpaceCom Systems
- Software Engineer
- Phone: 918-488-4823
- Fax : 918-488-4848
- Inet: kevinb@spacecom.com
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-
-
-
-
-
- Date: Saturday, 22 July 1995 11:21:15
- Subject: RE: HOW MANY!
- From: Kevin Bonifield <kevinb@spacecom.com>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On 22 Jul 95 15:35:03 +0200 Granberg Tom wrote:
- >Hi there!
- >
- >How many of you guys do graphics for a living, graphic design, animators etc.
- >It
- >would be interesting to know.
- >
- I use Imagine for the occassional 3D graphic at the place of
- my employment, but that is not my principal job. I use it more
- at home ("hobbyist fashion"). I generally don't make any money
- with it ;-)
-
- //Kevin
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Kevin Bonifield -***- SpaceCom Systems
- Software Engineer
- Phone: 918-488-4823
- Fax : 918-488-4848
- Inet: kevinb@spacecom.com
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-
-
-
-
-
- Date: Saturday, 22 July 1995 11:41:04
- Subject: Re: Impulse
- From: Vance Schowalter <viking@fn1.freenet.edmonton.ab.ca>
-
-
- ----------------------------------------------------------------------------
-
- On Fri, 21 Jul 1995 pantera@voyager.com wrote:
-
- > I have been an Imagine users for about three years now. I have one
- > question. Why does it seem as though when you call Impulse that the guy
- > you're talking to makes you feel as though he's doing you a favor by
- > answering your questions? I have spoken to this man 2 other times and
- > I'm not sure what his name is but his unbelievably rude. This is the
- > sorriest support you could expect from any company, I think a 7/11 clerk
- > could be nicer than this guy! Anyway just wanted to get this off my
- > chest. I do have a few technical questions though:
- >
-
- I've talked to that guy, too. I think I know who it is, but I won't name
- names. Suffice to say, one of the things he spewed on about was about how
- much he hated Canada and Canadians.
-
- Being a Canadian and a lontime Silver/Turbo Silver/Imagine user, I was
- less than enthusiastic to upgrade past the 3.0 that I went through hell
- to get. There is never any question as to Imagine's quality, but if
- support is like this, who needs enemies?
-
- >
- > 1. Why is it that when i take a primitive (sphere) and turn it into a
- > light, then place it in the stage editor, that after I render the scnene
- > there's no sign of ANY light being emited from ANYWHERE. I've tried
- > making the sphere BRIGHT too, but makes NO difference.
- >
- >
- > 2. Also there are TIME parameters in a few Essence and Imagine 3.0
- > textures...how could you make a LOOPING sea wave or anything with a
- > TIME parameter...so I mean that by using 60 frmaes you could get a
- > looping animation of sea waves being animated.
- >
- >
- > 3. Another thing that really bugz me is the HAZE FX. This is of no use
- > when considering that it actually wants you yo input the number of
- > PIXELS it should use for HAZING. FOr example if you have two BRIGHT
- > objs, one which is far would have LESS number of HAZED PIXELS than the
- > one that is close.
- >
- > 4. Also why do IMAGINE users have to go out of their way to get the
- > "GLOW AROUND LIGHT" effect. It kinda bugz me whenn Lightwave (I'm sorry
- > for mentioning that word but....) users can achieve beautiful lights
- > without any hassles. I've mentioned this to the same GUY I mentioned
- > above, and he said that there would be a TEXTURE (Twinkle) which would
- > take care of this, but after trying it out, it turns out that the
- > twinkle texture is pretty much pathetic. Sorry Imagine users but some
- > things about Imagine really get to me, even though I LOVE the package
- > and it has made me thousands of dollars.
- >
- >
- >
- >
- > PLEASE feel free to comment on anything I have mentioned.
- >
- >
- > PANTERA
- > pantera@voyager.com
- >
- >
- >
-
- I'll pass on the rest, as I see that others have answered these
- questions. *8^)
-
- Anyhow, peace. I DO like Imagine, just not the guy I spoke to.
-
- *******************************************
- * Vance Schowalter >>Image Master<< *
- * *
- * Internet: viking@freenet.edmonton.ab.ca *
- * *
- * "Affable little snow creature." *
- *******************************************
-
-
-
- Date: Saturday, 22 July 1995 11:49:47
- Subject: Re:scanline shadows
- From: "Steve J. Lombardi" <stlombo@eos.acm.rpi.edu>
-
-
- ----------------------------------------------------------------------------
-
- >
- >
- > > Tom, after I read this post I had a funny feeling in the
- > >pit of my stomach. After a bit of thought and a quick
- > >consultation with a couple of my books on 3D computer graphics
- > >programming I confirmed my suspicions that a complete rewrite would not be
- > >necessary at all. My experience leads me to think that all that
- > >would be needed would be about fifty to one-hundred lines of code
- > >(at the very most).
- > >
- >
- > Either get off the subject of scanline renders or take over Impulse. It's
- > amazing how many of you know programming better than the guys writing 3d
- > software. 3d scanline shadows is a mute point. With the chip speed we have
- > access to now, who needs it. So many other features require raytracing
- > besides shadows. Upgrade or quit calling yourselves proffessionals. I think
- > most of you people trying to make a point about this feature are just
- > Lightwave wannabees. If this is what makes a great renderer, then switch and
- > leave us Imagine users alone. Of all the people that have griped about this,
- > no one has answered the question, if you can raytrace, why worry about
- > scanline? If you can't generate the heat, then switch to lightwave. You
- > people are more lucky using this program than you know.
- >
-
- Hey dave. mellow out. This is the ideal forum to be critical of
- and suggest improvements to Imagine. Believe me. I've been running
- Imagine and it's predecessors from impulse while most folks here
- were swimming around in their fathers balls. This certainly does not
- make me an imagine expert, but I can attest to the fact they Impulse
- DOES listen to customers suggestions. Often slowly, and often
- with a gruff attitude that some readers of this list can't handle- but
- change does come. (those funky looking metaballs are in 4.0...)
-
- anyway- there's no reason to chase someone off to run lightwave
- and dump imagine because they requested a feature.
-
- --
- steve lombardi
- stlombo@acm.rpi.edu
-
-
-
- Date: Saturday, 22 July 1995 12:07:37
- Subject: Re: Memory...
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Hey Perry,
-
- This sounds like another world-size problem. In trace, your
- objects are either passing outside the 'world,' or you really are running
- out of ram.
-
-
- Date: Saturday, 22 July 1995 12:12:33
- Subject: Re: scanline shadows
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > Of all the people that have griped about this,
- > no one has answered the question, if you can raytrace, why worry about
- > scanline?
-
- Because raytracing is *much* slower than scanline. As for the chips'
- speed, tell me when Imagine for NT comes out and I'll gladly switch to
- Dec Alpha.
-
- Andrey
-
-
- Date: Saturday, 22 July 1995 12:16:08
- Subject: Re: A note from Mr. Mike,
- From: John Grieggs <grieggs@primenet.com>
-
-
- ----------------------------------------------------------------------------
-
- >
- >
- > I got a small not from Mike H. yesterday. Evidently Impulse did try
- > out scanline shadows and found them costly in several ways. If I read
- > the note correctly, scanline shadows were actually slower than trace
- > shadows. The most important reason was the amount of RAM chewed up.
- > Mike said it took "BUNCHES." I'm guessing that shadow objects had to
- > be created, thus doubling the number of objects in a scene. Impulse
- > probably knows a lot of their users are on a tight budget, and don't
- > want to buy more memory every time a new feature is added.
- >
- Hmmm. I would have guessed that they would implement scanline shadows by
- selectively ray-tracing only the portions of the scene needed, thus making
- it a hybrid rendering engine (like LW).
-
- Not especially easy to implement, but worth the pain IMHO. It is true that
- such an approach would sometimes use more memory than pure scanline or pure
- tracing, depending on the scene, You wouldn't need "shadow objects" (?),
- but you might well end up with an extra octree.
-
- Scanline reflections are harder - then you end up raytracing the scene from
- the POV of the reflective object. Ick!
-
- > Greg Denby
- >
- _john (still lurking about)
-
-
-
- Date: Saturday, 22 July 1995 12:56:26
- Subject: Re: UNIVESA
- From: Fred Aderhold <root@204.49.94.4>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Fri, 21 Jul 1995 augioh4b@ibmmail.com wrote:
-
- > Just wondering if that Univesa of yours is shareware and for the
-
- > PC. Can it also run on a Cirrus logic card if it is a PC util?
-
-
- Yes, it's shareware, and I've been using it with my Cirrus Logic chipset.
- You really should give it a try, it's really helpful to be able to see
- quickrenders in 24bit!
-
- fredster@netrix.net
-
-
-
-
- Date: Saturday, 22 July 1995 13:04:51
- Subject: A note from Mr. Mike,
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- I got a small not from Mike H. yesterday. Evidently Impulse did try
- out scanline shadows and found them costly in several ways. If I read
- the note correctly, scanline shadows were actually slower than trace
- shadows. The most important reason was the amount of RAM chewed up.
- Mike said it took "BUNCHES." I'm guessing that shadow objects had to
- be created, thus doubling the number of objects in a scene. Impulse
- probably knows a lot of their users are on a tight budget, and don't
- want to buy more memory every time a new feature is added.
-
- Greg Denby
-
-
- Date: Saturday, 22 July 1995 13:12:32
- Subject: Mr. Mike H
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- To the owner of Impulse:
-
- As far as you telling me that my letter was rude, I DON'T think so. If
- you were the person that I talked to or whoever it was, there is NO
- EXCUSE in the world for that kinda of an attitude. Just because I am
- asking a few questions doesnt mean that the person has to give me an
- attitude and make me feel like I'm wasting his time. Now if we were in
- some part of the world i wouldnt be so pissed, but to get this kinda of
- an attitude from an American company, is pretty sad. As you may have
- read from other's responses to my letter, there are people who agree
- with me, where one gentleman said that he has stopped calling you guys
- for help. I'm not going to sit here and b*tch forever, but I just dont
- think my letter was rude, just informative to other Imagine users.
-
-
- Thank you,
- PANTERA
- pantera@voyager.com
-
-
-
-
- Date: Saturday, 22 July 1995 13:18:23
- Subject: Re: Credit
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- > Amyone mess with the 8 new brush mapping types yet?
-
- Yep! I made a couple of TIFFs that resembled clouds/smoke and used
- them as fog maps, and bright fog maps. The effect was excellent.
- I got completely wispy shapes in no time at all.
-
- I'm still trying to figure out how to layer the various kinds of
- maps. It seems that the wrong order causes one to cancel another,
- or perhaps the program gets a little confused when one is tossing in
- maps left and right, and shuffling them up and down in priority.
-
- Also, the new ability to make object variably bright can really help
- when objects appear too dark because of the lack of ambient light.
-
- Greg Denby
-
-
- Date: Saturday, 22 July 1995 13:24:52
- Subject: Re: Impulse
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- Among Pantera's comments/questions:
-
- >1. Why is it that when i take a primitive (sphere) and turn it into a
- >light, then place it in the stage editor, that after I render the scnene
- >there's no signof ANY light being emited from ANYWHERE....
-
- I think this might be in the FAQ, but here's the reason, in all likelyhood.
- Light is emitted from an objects axis. If the axis is inside the sphere,
- as it usually is, then the light can't get out to illuminate the scene.
- Use Shift-M to start pulling the axis out of the object.
-
- Hope this helps,
- Greg Denby
-
-
- Date: Saturday, 22 July 1995 13:29:28
- Subject: A few Imagine questions
- From: Damon LaCaille <nomad@aloha.net>
-
-
- ----------------------------------------------------------------------------
-
-
- First off, I'm very new to Imagine (just bought 2.0 used). I'd like to
- know how the people who make money with it actually do it. Do you charge
- by the frame? What about quality of picture? Length of animation or
- number of objects in it? I'm curious as to the pay scale and how it is
- calculated.
-
- Also, why is it that ALL of my renders seem UGLY! (no smart comments
- because I'm new, heh) They don't even look like they're in the right
- graphics mode! I have a standard ECS 10MB 3000/25 (2/8). I thought I
- could at least save the file in HAM or ILBM mode and have a decent
- picture, but nope! I've looked all through the docs and I can't find
- anything on this subject. I'm sure it deals with either the file method
- I'm saving with or the default rendering settings.
-
- I'm terribly sorry if this is answered in the FAQs. I'm looking through
- them on and off today and haven't come across this one yet.
-
- Thanks in advance for not flaming me,
- Damon
-
-
-
- Date: Saturday, 22 July 1995 14:00:01
- Subject: YOU ARE GRILLED!!
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Dave Thompson you wrote this no good piece of mail!
- ------------------------------snip------------------
- Either get off the subject of scanline renders or take over Impulse. It's
- amazing how many of you know programming better than the guys writing 3d
- software. 3d scanline shadows is a mute point. With the chip speed we have
- access to now, who needs it. So many other features require raytracing
- besides shadows. Upgrade or quit calling yourselves proffessionals. I think
- most of you people trying to make a point about this feature are just
- Lightwave wannabees. If this is what makes a great renderer, then switch and
- leave us Imagine users alone. Of all the people that have griped about this,
- no one has answered the question, if you can raytrace, why worry about
- scanline? If you can't generate the heat, then switch to lightwave. You
- people are more lucky using this program than you know.
- ----------------------------snip--------------------------
-
- Weeeeeelll...... First of all I have access to 3 other big rendering packages
- besides Imagine, one of these are Lightwave v4(SGI/PC/AMIGA), second, I dont
- whine about Impulses programing abilities wich I think is sometimes bril.
- And to be honest I think that any serious user of Imagine want all the features
-
- that their neighbour has, after all it is their most liked software and they
- want it to be the best,fastest,packed etc etc!.
- We well understand that Impulse cant put every wish into Imagine, but a healty
- debate is a good place start to see if there are any opinion about the subject
- in question and if there are other ways to do it. So Dave if you cant stand a
- debate please go whine somwhere else!?
-
- Tom RenderBrandt
-
-
-
-
- Date: Saturday, 22 July 1995 14:11:24
- Subject: Re: Planet shading -- Problem Solved (mostly)!
- From: George Lane <glane@qualcomm.com>
-
-
- ----------------------------------------------------------------------------
-
-
- On Fri, 21 Jul 1995 DAVEH47@delphi.com wrote:
-
- > I want to thank everyone for their suggestions about my Planetary
- > shading/lighting problem. I've found that I get the best results
- > by using a ring of 5-10 light sources and placing them as far away
- > from the planet as possible (I STILL think there is something awry
- > in the way Imagine does parallel light rays!).
- >
- > Thanks again to everyone!
-
- YES! I knew that was what you were looking for. Now can you post a shot
- somewhere so we can all see it?
-
- Parallel light rays are pretty straightforward mathematically though.
- Pretty hard to imagine them screwing it up. (I didn't say impossible).
-
- George Lane
- Opinions are mine only. No employer would claim them.
-
-
- Date: Saturday, 22 July 1995 14:18:19
- Subject: Impulse & IML (Long message!)
- From: Ted Stethem <tstethem@linknet.kitsap.lib.wa.us>
-
-
- ----------------------------------------------------------------------------
-
- I think this mailing list is a tribute to the tenacity and ingenuity of
- the devoted Imagine user to discover workarounds for almost every
- limitation inherent in Imagine as well as those talented guys that can
- develop their own textures and support scripts to add to the program's
- power. There are some really talented and extremely intelligent people
- using Imagine and attending this list.
- But, for some reason, Imagine and this mailing list tends to have a
- certain hostility associated with it that I don't see occurring with any
- other 3D modeling/rendering program.
- I see flame wars erupt over the most inoccuous subjects, and in the
- beginning, it shocked me that there were so many hostile people
- here. But, after awhile, it was easy to develop the same attitude.
- There is somebody that answers the phone at Impulse and he seems to
- represent the same attitude. That person is almost always in an extremely
- foul mood and I think sometimes his mood transfers to some users that
- start out innocently enough looking for additional technical help or
- product info.
- As most of you well know, Mike Halvorson can come across the same way
- in email, although, believe it or not, he has mellowed considerably in
- the past two years!
- It is just my experience, after using Imagine for over two years and
- frequenting this list for about the same amount of time, that there is a
- repetitive sequence of events. It usually goes like this:
- Users start discussing particular bugs or the desire for certain
- features, usually already available in competitive programs. Then
- somebody will jump in with some comment of whiny nitpickers that can't
- appreciate the great program they already have. This then starts an
- escalation of heated discussions about the topic, at which point,
- somebody receives a private email from Mike Halvorson with some comments
- on that particular bug or desired feature. Mike has several standard
- responses. He will say they looked at it and it took too much memory, or
- it lengthens the rendering time too much, or Impulse has a policy of
- providing support for their lowest end user and the desired feature would
- shut them out. This has happened for Lens Flares, standard file
- requestors, Windows version, plus many more things.
- What is funny about this is that after a period of time, after
- providing all the reasons against doing something, Impulse will often
- take a stab at providing the very feature they argued against (as in the
- case of Lens Flares). But on some features or improvements, Impulse will
- keep their heels firmly planted (as in the case of standard file requestors).
- I am not totally negative on Impulse. The Spline Editor has to be the
- BEST font-to-3D object tool around. The Detail Editor is a very powerful
- modeling tool with features only found on some workstation programs. Some
- of the new features on the upgrade plan have been astounding and
- extremely useful such as Set Edge-Fill Edge.
- But, there is a tendency for contradictory practices. For example, many
- people have heard from Mike that Impulse will continue to support the
- Amiga. Yet, we are already seeing textures and effects that are only
- available for the PC with the statement they will not be available for
- the Amiga.
- There was a lot of hoopla that selectable screen mode sizes
- would be available (finally) in V3.2. What we got was IF you have a
- Retina board, yes, or a PC. Now, how does this resolve itself with the
- policy of maintaining full compatibility with the lowest end user? How
- many people with A500's have Retina boards in them? As anybody that has
- done the screen size byte hack knows, the screen size is determined by
- two locations in the code. How hard would it be to provide a little
- routine to allow the values in those locations to be changed? The reason
- Imagine cannot be promoted properly is that Imagine does not use the
- display database. This is another characteristic of Impulse programming
- policy: Never access anything OUTSIDE of the program. That is why Imagine
- will only run under DOS, because Imagine has its own memory manager. That
- is why standard file requestors are not implemented or selectable screen
- sizes/modes. And that is why I wouldn't hold my breath for a Windows
- version, because to run under Windows, a program has no choice but to be
- Windows compliant and make external library calls. This policy also makes
- it difficult for 3rd party support, and from what I have seen, anybody
- that tries with any amount of success encounters aggressive hostility.
- So, here we are in V3.3 with V3.4=V4.0 around the corner. There was a
- lot of hoopla about the "texture playground" in V3.3. Fine, if you have
- AGA or a Retina board. But what about ECS platforms? And how does this
- resolve itself with the stated Impulse policy of providing for the lowest
- end user? On one hand, standard file requestors cannot be implemented
- because there are so many WB1.3 users that would be excluded, and on the
- other hand, you have to have a PC or Retina board for the 256-color
- texture previewer. Not only that, the implementation of this capability
- in Texture Studio is so much more elegant, with standard file requestors,
- no less.
- Don't worry, for all those that have suggested, "If you don't like it,
- find another program", I will take your snotty advice. I won't throw my
- Imagine out of my toolbox but I am just about through using it for my
- main rendering tool. I have just been waiting for a certain competitor to
- become a stand-alone program, and have most of the features of Imagine
- that it didn't have, and already has features that it sounds like Imagine
- will never have.
-
-
- Date: Saturday, 22 July 1995 14:35:03
- Subject: HOW MANY!
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi there!
-
- How many of you guys do graphics for a living, graphic design, animators etc. It
-
- would be interesting to know. Dont read this as "I dont like amateurs, I do
- like them a lot!".
-
- Tom Renderbrandt
-
-
-
- Date: Saturday, 22 July 1995 15:08:31
- Subject: OuterSpace
- From: Linden4@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I have created some cool models of spacecraft and some nice explodnng
- planets. All I need now is a cool background, like a star map. I have
- photoshop if anyone has any tricks on how to make a convincing star map or if
- there is an ftp where I could download some images of real or made up images
- of space.
-
- Thanks for any help
-
- TED
-
-
- Date: Saturday, 22 July 1995 15:29:21
- Subject: A note from Mr. Mike,
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: gregory denby <gdenby@bach.helios.nd.edu>
- >
- > Impulse probably knows a lot of their users are on a tight budget, and
- > don't want to buy more memory every time a new feature is added.
-
- And yet on CompuServe, they also say that people who want shadows can
- simply buy power Pentiums and trace everything.
-
- As I suggested before, why not make it a Subproject render option, so as
- not to penalize budget users? Anyway, the future is unclear at this
- point: Mike has posted another 4.0 teaser render on CompuServe, showing
- a metaballs-modelled abstract sculpture, along with soft shadows created
- by a new type of light object. <kneeling> Please, please, let these new
- lights work in scanline, not just trace...
-
-
-
- Date: Saturday, 22 July 1995 15:41:04
- Subject: RE:Brush mapping
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
-
- The nice thing about Impulses new mapping types is that they is a lot like
- Lightwave's. But they got more flexibilety and the fact that you can use a
- unlimited amount of em' make Imagine unbeatable in this area. Check any other
- software and you will see what I mean. The only thing I could possible ask for
- is a couple of new map projection methods such as: Cubic and shape mapping. But
-
- this is of minor importanse.
-
- Later
-
- Tom Renderbrandt
-
-
-
- Date: Saturday, 22 July 1995 15:42:35
- Subject: Impulse
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: pantera@voyager.com
- >
- > I have been an Imagine users for about three years now. I have one
- > question. Why does it seem as though when you call Impulse that the guy
- > you're talking to makes you feel as though he's doing you a favor by
- > answering your questions? I have spoken to this man 2 other times and
- > I'm not sure what his name is but his unbelievably rude.
-
- Your comments are quite valid. I've stopped relying on Impulse tech
- support entirely.
-
- > 1. Why is it that when i take a primitive (sphere) and turn it into a
- > light, then place it in the stage editor, that after I render the scnene
- > there's no sign of ANY light being emited from ANYWHERE. I've tried
- > making the sphere BRIGHT too, but makes NO difference.
-
- When an object has the Light attribute, the light is emitted at the
- object's axis location. If the axis is in the middle of the sphere, the
- light will hit the inside of the sphere, and end there.
-
- Fortunately, there's an Imagine trick to get around this problem: I hear
- that if you make the object a Fog object, light will pass through it
- unaffected. If you don't want any visible difference in your object's
- appearance, simply set its Fog Length to something really small, like 0.001.
-
- By the way, the Bright attribute has nothing to do with any
- light-emitting properties; it simply reduces or eliminates the effect of
- illumination on the object's faces.
-
- > 2. Also there are TIME parameters in a few Essence and Imagine 3.0
- > textures...how could you make a LOOPING sea wave or anything with a
- > TIME parameter...so I mean that by using 60 frmaes you could get a
- > looping animation of sea waves being animated.
-
- You'll have to cross-fade two versions of the texture. Texture 1 will
- morph from Time = -1 to zero, and from Mix Value = zero to 1. Texture 2
- should have the exact same parameters/axes, etc. as texture 1; Imagine
- 3.3's new "Dup"licate texture button makes this a snap. Then, change
- Texture 2's Time parameter to morph from zero to 1, and from Mix value =
- 1 to zero.
-
- > 4. Also why do IMAGINE users have to go out of their way to get the
- > "GLOW AROUND LIGHT" effect. It kinda bugz me whenn Lightwave (I'm sorry
- > for mentioning that word but....) users can achieve beautiful lights
- > without any hassles.
-
- Agreed. Lightwave's lens flare algorithm is incredibly well-crafted,
- offers over a dozen buttons to play with, and the default settings look
- photorealistic. It's one area where Lightwave _towers_ over Imagine. Of
- course, there are areas where Imagine has the upper hand too, notably in
- brush/texture functionality.
-
-
-
- Date: Saturday, 22 July 1995 15:45:47
- Subject: Memory...
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Perry Lucas <plucas@vt.edu>
- >
- > I made a simple fly in logo (left --> right). By the 12 frame
- > or so part of the object started to dissappear. By the last
- > frame (20) it was completely gone except for 1 letter. Now, for 1
- > object with 7 characters, it should not be dissappearing especially
- > with 16 megs of memory on board. I did this animation in a full
- > trace with 2 light sources diminishing intensity, and casting
- > shadows
- (...)
- > p.s. I did it in scanline and nothing dissappeared from the
- > animation.
-
- Do you have multiple large brushmaps? How complex is your logo? (Use the
- Find requester to display point/edge/face counts and reply back)
-
- If nothing disappears in scanline, it sounds like a Global Size problem.
- In the Action editor, did you set the Global actor's Size bar to 0,0,0?
- How large is your logo, anyway? Does any part of it lie beyond 32,767 or
- 65,535 units from the origin?
-
-
-
-
- Date: Saturday, 22 July 1995 15:47:04
- Subject: BRUSH MAPS
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
-
- Somone asked if I knew where you could get hold of realy good brushes and pic's
-
- to use in Imagine. I uses the lightwave's CD, and lightrom(I think) , but there
-
- should be a lot of cd's that have what you want, both for Amiga and PC. And if
- you look in the PD libraries in Magazines and on the Internet you should be able
-
- to find some good ones.
- By the way when you want use a brush as a bump as well as bright and color, try
-
- inversing the brush on the bump ones!
-
- Later
-
- Tom Renderbrant
-
-
-
- Date: Saturday, 22 July 1995 15:59:53
- Subject: Quickie!
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > Date: Fri, 21 Jul 1995 02:55:18 +0500
- > From: pantera@voyager.com
- >
- > If anyone is using Imagine 3.0, i just found a very fast way to make a
- > tear drop shape, just add a regualr sphere with default size, then go to
- > CONFORMATIONS...then pick conform to sphere and just press ok. There
- > you go!
-
- ....and if you use two of these teardrops, rotate them slightly and join
- them next to each other, you have an instant "heart" shape! This is how
- I created the characters in my Hearts animation, on which I've been
- dabbling on and off for a year and a half.
-
- Problem is, most people who see this heart shape say, "Oh, a pair of
- buttocks!" %^S
-
-
-
-
-
- Date: Saturday, 22 July 1995 17:25:58
- Subject: Re: YOU ARE GRILLED!!
- From: datctva@primenet.com (DThompson)
-
-
- ----------------------------------------------------------------------------
-
- Mr. clueless,
-
- >Dave Thompson you wrote this no good piece of mail!
-
- I guess you haven't been following the thread. It started with someone
- writing a really obnoxious peice of mail on this subject. Called Imagine
- worthless because it didn't have scanline shadows. I get mad for a reason.
- Unlike you.
- >
- >Weeeeeelll...... First of all I have access to 3 other big rendering packages
- >besides Imagine, one of these are Lightwave v4(SGI/PC/AMIGA), second, I dont
- >whine about Impulses programing abilities wich I think is sometimes bril.
- >And to be honest I think that any serious user of Imagine want all the
- features
- >that their neighbour has, after all it is their most liked software and they
- >want it to be the best,fastest,packed etc etc!.
- >We well understand that Impulse cant put every wish into Imagine, but a healty
-
- >debate is a good place start to see if there are any opinion about the subject
-
- >in question and if there are other ways to do it. So Dave if you cant stand a
- >debate please go whine somwhere else!?
-
- I'm sorry you took this personally. This was a healthy debate that you
- joined late in the game. As far as whining is concerned, had you addressed
- any of my points I might say you were right in principle, but since you seem
- to rather call names, then I think you are the whiner. Your letter changes
- nothing in favor of scanline shadows. What I magine needs more of is
- animation capabilities, not a fix on a renderer that works fine and aint
- broke. Every proffessional uses other packages, and if one doesn't have what
- they need, you move on to the next one. This letter is a culmination of the
- frustration of the last 2 months reading all the letters on this mail list
- from people using 2.0 griping about features they don't have but are on 3.3,
- wish lists that pretty much repeat each other, and now a debate on a feature
- Imagine doesn't need initiated by people who don't have the rendering speed
- to do raytracing. Second guess Impulse all you want, but let's get over it
- and use this list as a way of finding out more about the existing program.
- Call yourselves what you want, but whiner is as good a name as any.
-
- Dave Thompson - no silly pretentious nickname
- >
- >Tom RenderBrandt
- >
- >
- >
- >
-
-
-
- Date: Saturday, 22 July 1995 17:32:07
- Subject: Re:GRILLED
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi Dave Thompson!
-
- I'm sorry I did jump to conclusions on that matter, and you have to have me
- excused. And a big barf to the dude you was refering to! I totaly agree with
- your mail grilling me, ouch. I realise that I joined the discusion a bit late
- and didnt catch all the mail's. Friends?
-
- But I will keep my nickname!
-
- Tom Renderbrandt Granberg
-
-
-
- Date: Saturday, 22 July 1995 19:51:37
- Subject: Particle Bug in 3.3??!??
- From: Broctune@aol.com
-
-
- ----------------------------------------------------------------------------
-
- This very weird, I assign particle spheres to an object like a plane and
- the particles look like octohedrons or whatever you call them they do not
- look anything like spheres, can anyone help?
-
-
-
-
- Thanx in advance
-
-
- Date: Saturday, 22 July 1995 20:45:41
- Subject: Re: A note from Mr. Mike,
- From: Lumbient@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Scanline shadows are made by making a "depth" map for each light. The depth
- map is just an array of distances from the light. when the scanline starts
- for each pixel the distance from a light is calculated then checked against
- the value in the map. If the value is greater then the value in the map then
- that point is shadowed. Depth maps are just like image maps but they can
- have 48-bit per pixel values(depending on the accuracy) so they inhale ram!
- The other way is to trace the shadows. This way is kinda dumb (and dumber)
- because in raytracing 80% of the time is in tracing the shadows. In a
- scanline renderer with traced shadows you gain very little speed.
-
- ---Lum
-
-
- Date: Saturday, 22 July 1995 22:08:22
- Subject: Re: A note from Mr. Mike,
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > <kneeling> Please, please, let these new lights work in scanline,
- > not just trace...
-
- <joining you>
-
- :->
-
- Andrey
-
- ZIPtag * Slit your wrists - it will lower your blood pressure
-
-
-
- Date: Saturday, 22 July 1995 22:48:11
- Subject: Faq
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Hey,
-
- I got the FAQ#7 ok, from whatever kind soul was nice enough to
- send it out to everyone,--only parts 5 and 6 came to me weird.
-
- The first four parts were straight ascii's; five and six came as
- uu's, which is cool,--only they wouldn't decode.
-
- Anyone else experience this problem?
-
- Thanks in a trance.
-
-
- Date: Saturday, 22 July 1995 23:54:09
- Subject: The bumps slide off my slug!
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- How's that for a catchy title? <g>
-
- I finally tried the "Conform to path" animation function in Imagine.
- It's wild! Really works well. I qualify it as a low effort/high return
- effect. Unfortunately, the slug-like shape doesn't hold its bumps very
- well. You see, I gave the slug a Dinoskin texture, and tried to lock it
- to a state so the bumps would stretch and move along with the slug, but
- I can't get the hang of it. (I haven't used States much, you see)
-
- Is there a way to use the "lock to state" feature to fix a texture to a
- deforming object, even if the deformation is _not_ the result of
- morphing between several states, but rather the result of using "conform
- to path"?
-
-
-
- Date: Sunday, 23 July 1995 01:09:31
- Subject: Re: A few Imagine questions
- From: Damon LaCaille <nomad@aloha.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Sun, 23 Jul 1995, Charles Blaquiere wrote:
-
- >
- > You missed a thread on that topic by about two weeks. Fortunately, I
- > saved my contribution to it, which I'm sending you in e-mail.
- >
-
- Thank you very much! I certainly appreciate it. I've gotten I think 7
- FAQs from Aminet that I'm perusing through so perhaps I'll come across
- some good stuff in there.
-
- > A standard 10M Amiga 3000 is also what I've been using for the last
- > 3 1/2 years. Perhaps you'd like to further explain what you mean by
- > ugly? Try to be detailed, and even technical. Heck, we're not afraid of
- > dense, unscrutable jargon -- we're Imagine users! <pounding chest>
- >
-
- So I'm not the only one with a standard 3000, good. I don't feel so left
- behind! I'd imagine (no pun intended, heh) that most regular "hobby"
- users have equivalent systems? Anyways, for the graphics problem, it
- seems that every picture I render looks terrible. By this, I mean that
- the object is not crisp and clear. It's kind of dark (even when I have
- the light source right in front of it at 255!). And the object itself has
- discolored edges, meaning that it looks almost as if you're looking at an
- object without your glasses on if you have astigmatism. Kind of more like
- a double edge than a discolored edge actually. Is this making any sense?
- Well thanks again for sending the e-mail! Certainly hope I can get up to
- speed and talk the jargon like all of these great Imagine users!
-
- Damon
-
-
-
- Date: Sunday, 23 July 1995 01:30:50
- Subject: A few Imagine questions
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Damon LaCaille <nomad@aloha.net>
- >
- > First off, I'm very new to Imagine (just bought 2.0 used). I'd like to
- > know how the people who make money with it actually do it. Do you charge
- > by the frame? What about quality of picture? Length of animation or
- > number of objects in it? I'm curious as to the pay scale and how it is
- > calculated.
-
- You missed a thread on that topic by about two weeks. Fortunately, I
- saved my contribution to it, which I'm sending you in e-mail.
-
- > Also, why is it that ALL of my renders seem UGLY! (no smart comments
- > because I'm new, heh) They don't even look like they're in the right
- > graphics mode! I have a standard ECS 10MB 3000/25 (2/8).
-
- A standard 10M Amiga 3000 is also what I've been using for the last
- 3 1/2 years. Perhaps you'd like to further explain what you mean by
- ugly? Try to be detailed, and even technical. Heck, we're not afraid of
- dense, unscrutable jargon -- we're Imagine users! <pounding chest>
-
-
- Date: Sunday, 23 July 1995 01:39:22
- Subject: Re: ArtDepartment problem
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Darryl, on Jul 21 you wrote:
-
- > I use ADPro to convert Imagine files (see Imagine does get mentioned in
- > this posting! ).
- > I have an A3000 (2MB Graphics memory) running ADpro 2.5 and an A2000 (1MB
- > graphics memory) running version 1.0 of ADpro.
- >
- > Now for the funny bit:
- > I can load an large image and convert it on the 2000, but the same image
- > causes a "Not enough Video memory" error on the 3000.
- > I have no other tasks running on either, so nothing takes up the memory.
- > The error message shows how much memory I need, which, when I flip back to
- > Workbench, it show I have more than the amount required.
- >
- > Perhaps my 3000 is not set up correctly?
- >
- > Any ideas would be appreciated.
-
- How much FAST mem do you have and what is ADPro's MAXMEM tooltype set to?
- I've never had that error message. If your internal buffer is so large that
- it requires all of your FAST RAM and some of your CHIP, you may not have
- enough left over to display the image.
-
- -- Bob
-
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
-
- Date: Sunday, 23 July 1995 01:39:52
- Subject: Re: A note from Mr. Mike,
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Andrey Zmievskiy <zmievski@herbie.unl.edu>
- >
- > > <kneeling> Please, please, let these new lights work in scanline,
- > > not just trace...
- >
- > <joining you>
- >
- > :->
-
- Bad news. Mike Halvorson just wrote to say (among other comments) that
- 4.0 soft shadows will only be available in trace mode. Better save up
- for those Pentium, guys and gals.
-
- Good news is, I _am_ saving up for a Pentium, so I _will_ soon have soft
- shadows. Yay. I guess.
-
-
-
-
- Date: Sunday, 23 July 1995 01:51:19
- Subject: Imagine 4.0?
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: pantera@voyager.com
- >
- > does anyone know if Impulse is going to add the glowing (lightwave)
- > lights which we all see on TV? I know alot of you guys dont care for
- > it, but its just a really cool thing to have.
-
- Well, they keep trying, but so far the results fall far short of
- Lightwave. Of course, try and get Imagine's powerful brush/texture with
- parameter/axis morphing in Lightwave -- each program has its strengths.
-
- > Also what is Metaballs?
-
- Metaballs, the way I see it in my theoretical perception, is a modelling
- tool where you place points in space. Each point is the center of a
- spherical force field, which can be negative by the way. The final
- object is built from the "skin" that results from joining all the points
- in space where the sum of all the forcefields equals a certain number.
-
- It's easier to visualize (and explain) in two dimensions. A single
- control point will create a circle. Two points placed closely will
- create an outline that looks like those biology reels in school, showing
- a dividing cell; something like this:
- __ __
- / \_/ \
- < _ >
- \__/ \__/
-
- Add a third point, with a stronger force field, to the right of the
- existing two, and the object looks like this:
-
- ____
- _/ \_
- / \
- __ _/ \
- / \_/ |
- < _ |
- \__/ \_ |
- \ /
- \_ _/
- \____/
-
- If you have seen "Star Trek VI: the undiscovered country", and remember
- the scene where globs of purple Klingon blood float around and merge in
- the (temporarily) zero-gravity environment of the Klingon ambassadorial
- ship, you have seen Metaballs at work.
-
-
-
- Date: Sunday, 23 July 1995 02:18:29
- Subject: Metaballs
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Could someone with access to Compuserve possibly download the metaballs, soft
- shadows example and upload it to maybe aminet? This would give the rest of
- us a chance to check it out. Appreciate it!
-
- Rick
-
-
- Date: Sunday, 23 July 1995 02:22:04
- Subject: Re: BONES
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- What you want is Inverse Kinematics. It works inversely or away from the
- parent.
-
- You need the two menu items: Freeze and Constrain.
-
- Use OBJECT mode to pick a bone that you want to place constraints of movement
- on. Try this on a bone about three from the end you're moving. Try freezing
- all of the world axis, this keeps the whole project from moving. Turn on the
- constrain menu item. Now try moving the last bone axis. This should move
- all of the bones up to the frozen one. Now update bones. Good luck.
-
- Rick
-
-
- Date: Sunday, 23 July 1995 03:06:52
- Subject: Scanline Shadows
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
-
-
- I admit, scanline shadows would be really, REALLY nice to have. On the
- other hand, Impulse claims that they take far to long to render, so
- what's the point. I've got to agree with Impulse on this one. What's
- the point in scanline rendering something when it wouldn't be much faster
- than full trace, except you don't get any of the nice reflections or
- refractions? I'm not a profesional animator(yet:) but I would much
- prefer to trace all my animations, even if scanline shadows were
- available, because the quality is so much better. Like someone else
- mentioned, let's see the time that would go into working on scanline
- shadows instead be put to use speeding up the ray-tracing engine.
-
- Sure, there are other packages that offer scanline shadows. I'm not
- too familiar with Lightwave, but what about 3D Studio? Yup, it's got 'em.
- 3D Studio costs $3000, so you would kind of expect it. Of course, you have
- to dish out another $1000 for a plug-in module so you can do
- ray-tracing.
-
- Scanline shadows would be great, but if it would be too slow, then let
- the programers at Impulse move on to bigger and better things (like
- Metaballs:)
-
-
- ~Rick Heidebrecht~
-
-
-
-
-
- Date: Sunday, 23 July 1995 04:30:42
- Subject: Re: Scanline and Trace
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Charles, on Jul 21 you wrote:
-
- > > From: w.graham6@genie.geis.com
- > >
- > > With a Pentium 120, full frame raytraces of fairly complex scenes only
- > > take a minute or so.
- >
- > Wha..? That's great news! Someone else (Ted?) posted they were getting
- > render times of 30 minutes per ray-traced frame!
-
- People are always talking about render times and what one person defines as
- a "fairly complex scene" may be trivial to someone else.
-
- How about we define a base scene as a benchmark that everyone can render
- for comparison. This could go in the FAQ for future reference.
-
- Eg. Add a default primitive sphere at 0,0,0. Copy and paste it, translate
- it by +75 units in X. Pick the first sphere and repeat but translate -75
- units in X. You now have three intersecting spheres separated by a
- distance of 75 units in the X plane. Leave the attributes of SPHERE as
- standard, make SPHERE.1 Glass and SPHERE.2 Chrome.
- Add a primitive plane, 300x300x10x10. Translate it by +100 units in Y and
- leave the attribute as standard.
- Add an axis and make it a point light source with shadows on. Translate it
- by -500 units in Y.
- Pick All objects and Group. Save.
- Set FOV to 10 and Zoom to 2. Render.
-
- I'm sure someone will be able to come up with something more appealing but
- I'd like to see something that does'nt use textures and uses attributes
- that are commonly known. The scene should'nt be too complex so the owners
- of slower computers don't have to wait around for hours just to do a test.
- A resolution of 640x400 should be suitable for everyone. We would also need
- to decide on a common Preferences setting, EDLE etc.
-
- -- Bob
-
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
-
- Date: Sunday, 23 July 1995 07:38:04
- Subject: Hack wanted for PC screen size.
- From: dvwilson@tibalt.supernet.ab.ca (Dave Wilson)
-
-
- ----------------------------------------------------------------------------
-
-
- Hey all!! When I was an Amiga owner there was a way to
- "FIX" Imagine
- so that you could have it run on whatever size screen you wanted. Is there
- such a
- fix for the PC? If so what program can I use to fix it with and can I run
- it in say
- 1024x768 and have it render to 800x600? Thanks to who ever can help!
-
-
- Also, I'm using that tip of confetti on big black ball for stars and
- I'm making the
- ball very big, as big as it can go when zoomed out all the way (with out
- going off the
- edge of view). When I try to render I get a "World Octsize Too Large"
- error. If I reduce
- the size of the ball things are ok. However, I can't find any mention of
- this error or
- the seeming concept behind it anywhere in the manual. What doez this mean
- and how
- can I make my ball utterly huge?
-
-
- PLus, I'm having a hell of a time making a good Sun. Any suggestions?
-
-
- Chow.
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
- {} < President
- - BrainWave Productions {}
- {} Dave Wilson - Imagineer and More > Keyboards, Grafx, And Animations
- {}
- {} dvwilson@tibalt.supernet.ab.ca < For State Of Affairs.
- {}
- {} > "t e C h n
- o L O g y i S g o D !" {}
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
-
-
-
- Date: Sunday, 23 July 1995 09:28:00
- Subject: Re: Rotoscoping
- From: Ayalon Hermony <ila2024@zeus.datasrv.co.il>
-
-
- ----------------------------------------------------------------------------
-
-
- Hello,
- Sorry for the late reply, just came back from 7 days vacation.
- Looking for the same answer myself, specialy that I'll get my Pentium
- later today (hope they had enough time to prepare it, ordered before left
- off)
- In general, the PC has a few cards that's doing the DCTV stuf, I'm still
- doing my research about them, will post any answers found.
-
-
- How od you come back from 3D ?
- Ayalon M. Hermony, Internet: ila2024@datasrv.co.il
-
-
- On Wed, 12 Jul 1995 ThreeDTV@aol.com wrote:
-
- > is there any equivalent of DCTV on the pc ? Specifically looking for anything
- > that digitizes greater than 640x480. thanx.
- >
-
-
- Date: Sunday, 23 July 1995 10:33:42
- Subject: Re: Impulse
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
-
- >3. Another thing that really bugz me is the HAZE FX. This is of no
- >use when considering that it actually wants you yo input the number of
- >PIXELS it should use for HAZING. FOr example if you have two BRIGHT
- >objs, one which is far would have LESS number of HAZED PIXELS than the
- >one that is close.
-
- As a layman, it seems to me that asking for a number of pixels is the
- correct way to do haze. I can't think of a real-world example right
- now, but lights that are close to you should haze as much as lights
- that are far away from you but have the same apparent size and
- brightness. It depends on the amount of light you are receiving (your
- rods and cones aren't judging the distance of the light source)
-
- Doing the size in *pixels* is a little weird, though, because you
- would have to change the value whenever you change screen
- resolutions...
-
-
- Date: Sunday, 23 July 1995 10:40:58
- Subject: Mr. Mike H
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- Mike
-
- Well for the last time i dont think my letter was "rude". It might be
- that you can't take any criticisms.
-
- ALSO the numbe rof times which I have called your company, i have been
- very polite, saying "Hi, how are you doing. I had a few question. I am
- confused about such and such..." If you think that that is "rude" then
- I dont know what else to say. If i was rude to the person on the other
- end, MR. ATTITUDE, then i wouldn't be surprised for him to give me
- attitude either, BUT why would i bring up this point if i had any doubts
- about my politeness.
-
-
- thank you.
- PANTERA
- pantera@voyager.com
-
-
-
-
- Date: Sunday, 23 July 1995 10:44:10
- Subject: Edge Line
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- could someone please explain the three different "edge line" features in
- Imagine 3.2? could someone please tell me how to use them and what they
- are for?
-
-
- Also another feature which would be nice for Imagine 4.0, is if you
- could specify how detailed you want your fonts to be once you convert
- them from postscript to 3d. So that if you're doing close ups of a
- letter you won't get the unsmooth edge look.
-
-
- PANTERA
- pantera@voyager.com
-
-
-
-
- Date: Sunday, 23 July 1995 11:25:24
- Subject: Re: Imagine wrong Colours..Fixed!!!
- From: billd@ne.com.au (Bill Dimech)
-
-
- ----------------------------------------------------------------------------
-
- >X-POP3-Rcpt: billd@redback
- >Return-Path: imagine-relay@email.sp.paramax.com
- >Subject: Re: Imagine wrong Colours..Fixed!!!
- >To: billd@ne.com.au (Bill Dimech)
- >Date: Sat, 22 Jul 1995 06:28:37 +1000 (EST)
- >From: "" <williamp@triode.apana.org.au>
- >Cc: imagine@email.sp.paramax.com
- >Content-Length: 1006
-
- In regards to the problem I discussed earlier relating to the fact that
- imagine screws up its colours when displaying to my PCI Stingray card I wrote:
- >
- >> ....... I noticed a button on the Project
- >> screen: Use True Color. This was checked. I unchecked in and PRESTO!!!
- >> Imagine now displays colours correctly on my Hercules Stingray Card!.
- >>
- >> Wow!! After two weeks of putting up with odd colours or even worse having to
- >> QR in 256 colours(YUK), It was that simple.
- >>
- >> Golly, I hope that button wasn't there in 3.2. If it was I hope it was an
- >> undocumented feature (I feel like a bit of a dill).
- >
-
- I got a several replies, but unfortunately I have lead you up the garden path
- again.....Wow!! This is getting worse... I need a holiday.
-
- On further investigation, I have discovered that deselecting the button
- switches off 24bit. What does that leave me with.....you guessed it 256
- colours which has always worked correctly on my card.
-
- In other words the problem still exists... my test page consisted of only a
- few colours and it looked like it was fixed. But not so lucky... it is still
- a problem trying to get imagine to display correctly in 24bit on some cards.
-
- I have been in contact with Kendall Bennett from SciTech Software (UNIVBE
- author), and he has informed me that the latest beta release of UNIVBE
- (V5.2) will be available in a few weeks. This will support more of the new
- graphics cards.
-
- I will keep IML updated as to whether this fixes imagine's display problem
- when it arrives.
-
- I will also perfrom exstensive testing so as to actually supply accurate
- information for a change.
-
- Regards BillD
- Someone who spends too much time working and not enough time doing what
- really matters... Don't Wonder .... Imagine !!!
- |
-
-
-
- Date: Sunday, 23 July 1995 12:29:45
- Subject: Re: Imagine wrong Colours..Fixed!!!
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- Sorry.
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Sunday, 23 July 1995 13:01:02
- Subject: Re: booting IBM Imagine
- From: sharky@aloha.com
-
-
- ----------------------------------------------------------------------------
-
- On Sun, 23 Jul 1995, Old_Man wrote:
-
- >
- > After 4 years of Amiga Imagine, I decided to decrease rendering time by
- > getting the IBM version. Every time I try to boot Imagine from the C>
- > prompt, I get "8037 not present and required". I have tried the readme
- > file re noems etc.
- >
-
- Do you have a math co-processor? A math co-processor is required to run
- Imagine on the PC. If you are running an 386SX or 486SX you won't be
- able to run Imagine without a co-pro.
-
- Aloha,
- Sharky
-
- sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky
- WebSurfer & Fun Guy,Funky __/ \ >*< Home Server:http://www.websharx.com
- WWW Page Designs, ____/ ) | ^ Hawaii Related Links and Etcetera's,
- Tech. Planning /\_____/ } \ 3D Modelling & Animation Art,Objects
- ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
-
-
-
-
- Date: Sunday, 23 July 1995 13:10:39
- Subject: Re: booting IBM Imagine
- From: Damon LaCaille <nomad@aloha.net>
-
-
- ----------------------------------------------------------------------------
-
-
- On Sun, 23 Jul 1995, Old_Man wrote:
-
- >
- > After 4 years of Amiga Imagine, I decided to decrease rendering time by
- > getting the IBM version. Every time I try to boot Imagine from the C>
- > prompt, I get "8037 not present and required". I have tried the readme
- > file re noems etc.
- >
- > Any ideas will be greatly appreciated
- >
- > Thanks
- > Bill
-
- Bill, if it says "80387" not present, then it means you have a 386
- without a math co-processor. There is however a program out there that
- will let you emulate a 80387 math co, unfortunately, I can't remember
- what it is right now (never worried about it after I bought my 486 ;)
-
- However, I love my Amiga more! (Even a slow 3000/25 :)
-
- Damon
-
-
-
- Date: Sunday, 23 July 1995 13:13:04
- Subject: Re: A few Imagine questions
- From: Damon LaCaille <nomad@aloha.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Sun, 23 Jul 1995, Charles Blaquiere wrote:
-
- >
- > Are you able to UUencode a sample picture and mail it to me? I'd like to
- > see what you're describing.
- >
-
- (This is quite embarrassing)
-
- Well, I hope you forgive me for this, but I figured it out, kind of. I
- think it was the viewable settings that had me messed up. I believe it
- was because I had HAM, HIRES, and LACE all picked and was saving as a
- 12-bit RGBN file... what a combo eh? Sorry again... it's looking better
- now (like an actual Amiga HAM picture, whew!)
-
- Thanks for your offer of help! I feel lucky to have this mailing list as
- a resource of great news and support.
-
- Damon
-
-
-
- Date: Sunday, 23 July 1995 14:01:11
- Subject: Re: The bumps slide off my slug!
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Hey Charles,
-
- You're right on, about conform to path. It's a rush. And it
- sounds like we're all of the same (twisted) mind, 'cause the first object
- I tried to conform to a path was a worm/slug creature.
-
- Like you, I wanted my textures to 'stick' to the animal's hide.
- So here's how I managed it.
-
- With your basic slug object, create a state, call it '0,'
- 'piggiepie,' or anything BUT 'DEFAULT.' (Except for Bones, which some
- kind imaginoid pointed out to me, don't name -anything- DEFAULT, or it's
- your own fault).
-
- Now, so long as you lock all your textures/brushes to this state
- '0,' they should stick throughout the conform-path.
-
- My only problem here is that if my slug/worm flies by the
- camera too close, the texture loses its illusion of 3d, and
- looks like a flat pattern on the skin. But hey, back off, and it looks
- cool.
-
-
- Good luck, fellow sicko.
-
-
- Date: Sunday, 23 July 1995 14:03:08
- Subject: Re: HOW MANY!
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Hi Tom Renderbrant
-
- Count me as one. You have read about my new job and all.
- Eight years experience, many more to come hopefully 8-)
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
-
- Date: Sunday, 23 July 1995 14:06:26
- Subject: Re: Imagine 3.3 PC bug
- From: William Eric Donoho <donoho@iglou.com>
-
-
- ----------------------------------------------------------------------------
-
- On Fri, 21 Jul 1995, Chris Hall wrote:
-
- > >>From imagine-relay@email.sp.paramax.com Fri Jul 21 17:53:10 1995
- > >Date: Fri, 21 Jul 1995 10:06:10 -0400 (EDT)
- > >From: William Eric Donoho <donoho@iglou.com>
- > >To: imagine@email.sp.paramax.com
- > >Subject: Imagine 3.3 PC bug
- > >
- > >
- > >I'll preface this by saying that this problem occurrs only after I've
- > >jumped in and out of the attributes editor. IE, I can't reliably
- > >reproduce the problem. The problem only rears it's ugly head when I'm
- > >trying to do some work!
- > >
- > >Symptoms:
- > >While the sphere/plane is being rendered in the attributes window, the
- > >mouse locks up. While the sphere/plane is rendering, I can't move any
- > >sliders, hit "OK" or "CANCEL", or "Next", etc, etc.
- > >Also, the mouse becomes inactive/locks-up while the perspective window is
- > >redrawn.
- > >Also, this problem appears when displaying a quickrender. And guess what?
- > >Since the mouse (keyboard also) is locked-up, I can't get out of the
- > >quickrender view, so I have to re-boot. Yuck!
- > >
- > >Net effect:
- > >Loss of productivity.
- > >
- > >My solution:
- > >I have two solutions: 1) Exit and then restart imagine, or re-boot. 2)
- > >Wait for Imagine 4.0 and hope this bug is fixed.
- > >
- > >Eric Donoho | "Let's go to burger king and get
- > >Louisville, KY USA | a chicken sandwich!"
- > >donoho@iglou.com
- > >
- > >
- > Have you tried a newer mouse driver. It might work.
- > Chris Hall.
- >
- > |-------------------------------------------|\
- > | You have been spoken to by ||
- > | Chris Hall ||
- > | A very tall and generally nice bloke from ||
- > | Great Briton ||
- > | ||
- > | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- > | Or try my WWW home page at : ||
- > | HTTP://www.cityscape.co.uk/users/ad87/ ||
- > | ||
- > | Today's lucky lottery numbers are :- ||
- > | 29 08 46 31 06 41 ||
- > | ||
- > |-------------------------------------------||
- > \-------------------------------------------\
- >
- >
-
- How could it be the mouse driver when the keyboard (escape key) doesn't
- work either?
-
- I'll try a new mouse driver.
-
-
- Eric Donoho | "Let's go to burger king and get
- Louisville, KY USA | a chicken sandwich!"
- donoho@iglou.com
-
-
-
-
- Date: Sunday, 23 July 1995 14:09:00
- Subject: Re: Memory...
- From: cmkropp@cts.com (Matt Kropp)
-
-
- ----------------------------------------------------------------------------
-
- > This is starting to erk me a little...
- >
- >I made a simple fly in logo (left --> right). By the 12 frame
- >or so part of the object started to dissappear. By the last
- >frame (20) it was completely gone except for 1 letter. Now, for 1
- >object with 7 characters, it should not be dissappearing especially
- >with 16 megs of memory on board. I did this animation in a full
- >trace with 2 light sources diminishing intensity, and casting
- >shadows
- >
- >I had also chosen one frame arbitraurly and rendered it to
- >see if it made a difference. Still, 4 of the 7 characters
- >were missing from the rendered picture. Whats going on with
- >this?
- >
- >--Perry
- >
- >p.s. I did it in scanline and nothing dissappeared from the
- >animation.
- >
-
- I read somewhere that Ray Tracing in Imagine is limited to a World size of
- 1024x1024x1024.
- If you go into the stage editor and Multi-Select everything, then use the
- Transform function to scale everything down by 50% or more, I'd bet good
- money that the objects show up again.
- Matt Kropp
-
- ______________________________________________________________________
-
- Internet: cmkropp@cts.com
- MKROPP_+a_STSD_+lMatt_Kropp+r%Sunward_Technologies@mcimail.com
- WWW: http://www.moscow.com/homepages/cmkropp@cts.com.html
- ______________________________________________________________________
-
-
-
- Date: Sunday, 23 July 1995 14:11:30
- Subject: "info" button bug in 3.3 gives bad date
- From: William Eric Donoho <donoho@iglou.com>
-
-
- ----------------------------------------------------------------------------
-
-
- The 3.3 PC version of imagine displayed the wrong day of week when I
- selected "info" on a frame.
-
- It said "Sun July 21 1995".
-
- Did the 21st fall on a sunday?
-
- Eric Donoho | "Let's go to burger king and get
- Louisville, KY USA | a chicken sandwich!"
- donoho@iglou.com
-
-
-
-
- Date: Sunday, 23 July 1995 14:23:28
- Subject: What is the official IML FAQ ftp site?
- From: William Eric Donoho <donoho@iglou.com>
-
-
- ----------------------------------------------------------------------------
-
-
-
- Looking for latest IML faq.
- What is its offical ftp site?
-
- Thanks
-
- Eric Donoho | "Let's go to burger king and get
- Louisville, KY USA | a chicken sandwich!"
- donoho@iglou.com
-
-
-
-
- Date: Sunday, 23 July 1995 16:07:00
- Subject: Impulse & IML (Long messa
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: Ted Stethem <tstethem@linknet.kitsap.lib.wa.us>-> But, for some reaso
- n, Imagine and this mailing list tends to hav=e a-> certain hostility associated
- with it that I don't see occurring wi=th-> other 3D modeling/rendering program.
- Really? You should read comp.sys.animation, comp.sys.raytrace,comp.sys.packages.
- lightwave or the Lightwave Mail List sometime.Not only do they get hostile about
- packages...but operating systemson which they run. :)-> There is somebody tha
- t answers the phone at Impulse and he seems= to-> represent the same attitude. T
- hat person is almost always in an ex=tre-> foul mood and I think sometimes his m
- ood transfers to some users t=hat-> start out innocently enough looking for addi
- tional technical help =or-> product info.True. That's why I never call them anym
- ore.-> As most of you well know, Mike Halvorson can come across the sam=e w->
- in email, although, believe it or not, he has mellowed considerabl=y i-> the pas
- t two years!REALLY? ;)-> It is just my experience, after using Imagine for over two years= an-> frequenting this list for about the same amoun
- t of time, that ther=e i-> repetitive sequence of events. It usually goes like t
- his:-> Users start discussing particular bugs or the desire for certain-> feat
- ures, usually already available in competitive programs. Then-> somebody will ju
- mp in with some comment of whiny nitpickers that c=an'-> appreciate the great pr
- ogram they already have. -> examples deleted <-True....but I t
- hink there should be at least a month grace periodafter release of a new version
- on "feature begging" so we can at leas=tget an idea what was "RIGHT" about the
- current version.-> What is funny about this is that after a period of time, af
- ter-> providing all the reasons against doing something, Impulse will of=ten-> t
- ake a stab at providing the very feature they argued against (as =in-> case of L
- ens Flares).Heck, you didn't even mention "promised features" that never wereinc
- luded. Maybe Impulse inserted "requested features" over "promisedones" just to spite us. <g>-> But, there is a tendency for contradictory prac
- tices. For exampl=e,-> people have heard from Mike that Impulse will continue to
- support =the-> Amiga. Yet, we are already seeing textures and effects that are
- on=ly-> available for the PC with the statement they will not be available= fo->
- the Amiga.This is a trend not confined to Impulse. Lightwave users are suspecti
- =ngthe same thing down the line. It's also a subject conducive to SystemWars tha
- t have absolutely nothing to do with marketing strategiesdevelopers have to plan
- in order to survive.-> There was a lot of hoopla that selectable screen mode
- sizes-> would be available (finally) in V3.2. What we got was IF you have =a-> R
- etina board, yes, or a PC.sniff...sniff. Hmmmm, do I smell COFFEE?-> sizes/modes
- . And that is why I wouldn't hold my breath for a Wind=ows-> version, because t
- o run under Windows, a program has no choice but= to-> Windows compliant and mak
- e external library calls.The Windows platform, like it or not, is something that even Impulsecannot ignore. Especially Windows '95. You'll see a
- Windows version.-> Don't worry, for all those that have suggested, "If you do
- n't li=ke-> find another program", I will take your snotty advice.I don't recall
- anyone giving that advice.....but I do recall somesaying they use various packa
- ges for specific strengths of thatpackage. Remember the old "baby with the bathw
- ater" cliche?-> Imagine out of my toolbox but I am just about through using it f
- or= my-> main rendering tool. I have just been waiting for a certain compet=ito-
- > become a stand-alone program, and have most of the features of Ima=gin-> that
- it didn't have, and already has features that it sounds like =Ima-> will never h
- ave.Gee...could that "certain competitor" be Lightwave? If so, wait untilyou cal
- l New Tek's customer support line. If not.....nevermind. /--------------------
- ---------- ___ ___ ___ ___ | Mike van der Sommen
- / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com
- HAUS BBS (805-683-1388) | "Irony can make revenge a welcome alternat
- ive" \_____________________________________________________________--- =FE Int
- erNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
- Date: Sunday, 23 July 1995 16:13:13
- Subject: "info" button bug in 3.3 gives bad date
- From: Scott F Tracy <sftracy@winternet.com>
-
-
- ----------------------------------------------------------------------------
-
- Forwarded message:
- > From imagine-relay@email.sp.paramax.com Sun Jul 23 15:02:36 1995
- > Posted-Date: Sun, 23 Jul 1995 15:02:35 -0500
- > Received-Date: Sun, 23 Jul 1995 15:02:35 -0500
- > Date: Sun, 23 Jul 1995 13:11:30 -0400 (EDT)
- > From: William Eric Donoho <donoho@iglou.com>
- > To: imagine@email.sp.paramax.com
- > Subject: "info" button bug in 3.3 gives bad date
- > In-Reply-To: <Pine.SOL.3.91.950721095652.365B-100000@iglou.iglou.com>
- > Message-Id: <Pine.SOL.3.91.950723130756.12201C-100000@iglou.iglou.com>
- > Mime-Version: 1.0
- > Content-Type: TEXT/PLAIN; charset=US-ASCII
- >
- >
- > The 3.3 PC version of imagine displayed the wrong day of week when I
- > selected "info" on a frame.
- >
- > It said "Sun July 21 1995".
- >
- > Did the 21st fall on a sunday?
- >
- > Eric Donoho | "Let's go to burger king and get
- > Louisville, KY USA | a chicken sandwich!"
- > donoho@iglou.com
- >
- >
- >
-
-
-
- Date: Sunday, 23 July 1995 16:32:00
- Subject: Re: Imagine wrong Colours
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: billd@ne.com.au (Bill Dimech)-> I got a several replies, but unfortunat
- ely I have lead you up the =gar-> again.....Wow!! This is getting worse... I nee
- d a holiday.->-> On further investigation, I have discovered that deselecting th
- e b=utt-> switches off 24bit. What does that leave me with.....you guessed i=t 2
- -> colours which has always worked correctly on my card.Ok, here's the way you c
- an tell if UniVesa is working with your card.=46rom the Project Menu, click Supe
- rVGA and highlight "Show availableDisplay Modes". It should present you with a l
- ittle box. Keep clickin=g"OK" and it will go through all the display modes Imagi
- ne can usewith your card and driver. If you never see: Mode 121: 640x480x1677
- 7216then you ain't there yet. If you have the right VESA driver, youshould see e
- very display mode and color palette that your paricularcard can display under no
- rmal operation.=2E..good luck. /------------------------------ ___
- ___ ___ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / /
- / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388)
- | "Irony can make revenge a welcome alternative" \__________________
- ___________________________________________--- =FE InterNet - GraFX Haus BBS - S
- anta Barbara, Ca - (805) 683-1388
-
- Date: Sunday, 23 July 1995 16:40:00
- Subject: Metaballs Uncovered
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: Charles Blaquiere <blaq@io.org>->-> If you have seen "Star Trek VI: the
- undiscovered country", and rem=emb-> the scene where globs of purple Klingon bl
- ood float around and mer=ge-> the (temporarily) zero-gravity environment of the
- Klingon ambassad=ori-> ship, you have seen Metaballs at work.So are Metaballs mo
- re of an animation tool than a modelling tool?=2E.or both?Other than globs of fr
- ee floating blood, what are some other examples= ofwhat they are good for? (...s
- ounds interesting..) /------------------------------ ___ ___ ___
- ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / | Sa
- nta Barbara, Ca. /___/ / \ / / / / \ | mike.vanderso
- mmen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Irony can mak
- e revenge a welcome alternative" \____________________________________________
- _________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 6
- 83-1388
-
- Date: Sunday, 23 July 1995 16:46:00
- Subject: Hack wanted for PC screen
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: dvwilson@tibalt.supernet.ab.ca (Dave Wilson)->-> Hey al
- l!! When I was an Amiga owner there was a w=ay-> "FIX" Imagine so that you coul
- d have it run on whatever size scree=n y-> wanted. Is th such a fix for the PC?
- If so what program can I use= to-> fix it with and can I r it in say 1024x768 a
- nd have it render to-> 800x600? Thanks to who ever can help!Not really a "hack"
- , but a designed program. It's called UniVesa andthe shareware version is availa
- ble almost everywhere. /------------------------------ ___ ___ __
- _ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / |
- Santa Barbara, Ca. /___/ / \ / / / / \ | mike.vander
- sommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Irony can m
- ake revenge a welcome alternative" \__________________________________________
- ___________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805)
- 683-1388
-
- Date: Sunday, 23 July 1995 16:59:02
- Subject: T3dinfo beta testers wanted
- From: Gabriele.Scibilia@p24.f211.n332.z2.fidonet.org
-
-
- ----------------------------------------------------------------------------
-
- Yaba daba doo fellows,
-
- I'm searching for Amiga/PC Imagineers to beta test a util I wrote, it writes
-
- via stdout info about TDDD objects, it manages NAME, SHP2, SHAP, POSI, AXIS,
- SIZE, BBOX, PNTS, EDGE, FACE, COLR, REFL, TRAN, SPC1, CLST, RLST, TLST, TXT3,
- BRS4, FOGL, PRP1, INT1, PART, PTFN, FGR2, PTH2, FOR2, BBSG, SBSG Imagine v2.9+
- sub chunks and SHAP, TPAR, SURF, MTTR, SPEC, PRP0, INTS, STRY, OBSV, OTRK,
- OSTR, FADE, SKYC, AMBI, GLB0, EXTR, MTRX, LOAD Turbo Silver v3.0 chunks.
-
- This util will be freeware and I'll release, obviously, ANSI C source code,
- please help me! My next goal should be rewrite the Amiga version using Amiga
- default libraries to make it much user friendly and give users the possibility
- to modify some parameters (attributes/textures/brushes/point-face-edge editing/
- /particles/bones/lights/axis trasformation/...).
-
- Email me if You can help me, I'll upload to Aminet/priv directory both Amiga
-
- (SAS C) and PC (Borland C v3.1 and Watcom C v10 / DOS4GW) releases.
-
-
- I had a dream, When I was young,
- A dream of sweet illusion,
- A glimpse of hope and unity,
- And visions of one sweet union,
- But a cold wind blows,
- And a dark rain falls,
- And in my heart it shows,
- Look what they've done to my dream.
-
-
- "Imagine Mailing List, IML FAQer"
-
- --- Wizard signing off....
-
-
-
- Date: Sunday, 23 July 1995 16:59:56
- Subject: Old TDDD sub chunks???
- From: Gabriele.Scibilia@p24.f211.n332.z2.fidonet.org
-
-
- ----------------------------------------------------------------------------
-
- Yaba daba doo Imagineers,
-
- where can I find TDDD / FGRP sub-chunk (face subgroup) specs? Either
- Imagine v2.9+ and Turbo Silver v3.0 file format specs havent the description
- for this chunk.
-
-
- "Imagine Mailing List,IML FAQer"
-
-
-
- Date: Sunday, 23 July 1995 17:10:02
- Subject: Booting IBM Imagine
- From: Old_Man <sea_dog@yrkpa.kias.com>
-
-
- ----------------------------------------------------------------------------
-
-
- After 4 years of Amiga Imagine, I decided to decrease rendering time by
- getting the IBM version. Every time I try to boot Imagine from the C>
- prompt, I get "8037 not present and required". I have tried the readme
- file re noems etc.
-
- Any ideas will be greatly appreciated
-
- Thanks
- Bill
-
-
-
- Date: Sunday, 23 July 1995 17:26:47
- Subject: Re: Tear Drop Quickie
- From: James Cheseborough <jimc@eznet.net>
-
-
- ----------------------------------------------------------------------------
-
- Good tip, but Steve Worley wrote about this years ago in Understanding
- Imagine 2.0, so lets give him credit.
-
- On Sat, 22 Jul 1995 pantera@voyager.com wrote:
-
- > Just found a QUICKY way to make a tear drop (water drop) shape. All you
- > do is add a sphere in the detail editor, then go to CONFORMATIONS,
- > select CONFORM TO SPHERE and just pres ok. THERE you GO! Hope you guys
- > get "some" use out of this.
- >
- > PANTERA
- > pantera@voyager.com
- >
- >
- >
-
-
- Date: Sunday, 23 July 1995 17:33:18
- Subject: Re: Wishlist -- Improved starfield
- From: greggh@slip1.odyssey.apana.org.au (Gregory Helleren)
-
-
- ----------------------------------------------------------------------------
-
- Hi Fernando (Fernando D'Andrea), in <9507202045.AA29252@inf.ufrgs.br> on Jul 20
- you wrote:
-
- > Dave wrote this:
- > >
- > > Specifically, I would like the ability to give the stars a random
- > > range of grey values (simulating the varying brightnesses of real
- > > stars in the sky; and to optionally concentrate the stars'
- > > positions towards a plane ("Milky Way" effect) or a point
- > > ("Globular Cluster" effect).
- > >
- > >
- > Other nice idea is to add a function to choose betewen random
- > stars and constelations, as a real sky. Certainly hard to add, but
- > fine. Sorrry the poor English, and the crazy idea too.
- >
- I can just see the requester now...
- Latitude: Longitude:
- Time: Date:
- Visibility: Cloud cover:
- Street lighting:
- Zodiac Sign:
- Mother's maiden name:
- Meteor frequency:
- UFO frequency:
-
- Any other suggestions :)
-
- Love Peace and Pecs
- Gregg
-
- --
- +------------------------------------------///\/\/\_Amiga Technologies_/\/\+
- Gregory Helleren AMIGA is REBORN /// Lecturer Information Technology
- Developer - LaseRage /// SEMC TAFE Western Australia
- Ferndale W.A. Australia ___/\___/\\\/// greggh@odyssey.apana.org.au
- CBMNET:greggh@laserage.adsp.sub.org\XX/ greggh@laserage.DIALix.oz.au
- +--------------------------------------------------------------------------+
-
-
-
-
- Date: Sunday, 23 July 1995 18:31:00
- Subject: Re: booting IBM Imagine
- From: cmkropp@cts.com (Matt Kropp)
-
-
- ----------------------------------------------------------------------------
-
- >Old_Man <sea_dog@yrkpa.kias.com>
- >
- >After 4 years of Amiga Imagine, I decided to decrease rendering time by
- >getting the IBM version. Every time I try to boot Imagine from the C>
- >prompt, I get "8037 not present and required". I have tried the readme
- >file re noems etc.
- >
- >Any ideas will be greatly appreciated
- >
- >Thanks
- >Bill
-
- Well, here is the really obvious question, what kind of CPU do you have?
-
- If it is a 80386 then you need to make sure you have a 80387 math
- coprocessor installed (and you would have gotten faster render times with an
- Amiga probably).
-
- If it is a 80486, is it a 486SX? The 80486SX does not have the build in
- math coprocessor enabled, and you have to install a seperate coprocessor chip.
-
-
- If it is a NextGen 586, you need a seperate math coprocessor.
-
- Basicly, if it is not a 486DX, or a Pentium, you are going to need a math
- copocessor chip installed. I don't know if Imagine PC works with non Intel
- math coprocessors like Weitek, or the NextGen math chips.
- Matt Kropp
-
- ______________________________________________________________________
-
- Internet: cmkropp@cts.com
- MKROPP_+a_STSD_+lMatt_Kropp+r%Sunward_Technologies@mcimail.com
- WWW: http://www.moscow.com/homepages/cmkropp@cts.com.html
- ______________________________________________________________________
-
-
-
- Date: Sunday, 23 July 1995 19:05:03
- Subject: Re: Mr. Mike H
- From: Gerard Menendez <gpm@netcom.com>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Sat, 22 Jul 1995 pantera@voyager.com wrote:
-
- > To the owner of Impulse:
- >
- > As far as you telling me that my letter was rude, I DON'T think so. If
- > you were the person that I talked to or whoever it was, there is NO
- > EXCUSE in the world for that kinda of an attitude. Just because I am
- > asking a few questions doesnt mean that the person has to give me an
- > attitude and make me feel like I'm wasting his time. Now if we were in
-
-
- Several people have danced around the issue of who answers the phone
- poorly at Impulse.
-
- Not me.
-
- Mike H. has zero customer support skills. I have never seen the attitude
- that comes from him coming from an owner before. He'll send me a catty
- little piece of mail in response to this I'm sure.
-
- Imagine is a great program, a great value, and Impulse gets a lot of
- heat it really doesn't deserve. Everyone's ship date's slip, everyone
- tries to include more features than make final cut. Mike is just the
- burden we bear if we want to use the software.
-
- Gerard
-
-
-
-
-
-
- Date: Sunday, 23 July 1995 20:34:10
- Subject: Re: booting IBM Imagine
- From: Old_Man <sea_dog@yrkpa.kias.com>
-
-
- ----------------------------------------------------------------------------
-
- Thanks very much for the information. I thought that when I added the
- Overdrive it included a math coprocessor, but I will check.
-
- Bill
-
-
- On Sun, 23 Jul 1995 sharky@aloha.com wrote:
-
- > On Sun, 23 Jul 1995, Old_Man wrote:
- >
- > >
- > > After 4 years of Amiga Imagine, I decided to decrease rendering time by
- > > getting the IBM version. Every time I try to boot Imagine from the C>
- > > prompt, I get "8037 not present and required". I have tried the readme
- > > file re noems etc.
- > >
- >
- > Do you have a math co-processor? A math co-processor is required to run
- > Imagine on the PC. If you are running an 386SX or 486SX you won't be
- > able to run Imagine without a co-pro.
- >
- > Aloha,
- > Sharky
- >
- > sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky
- > WebSurfer & Fun Guy,Funky __/ \ >*< Home Server:http://www.websharx.com
- > WWW Page Designs, ____/ ) | ^ Hawaii Related Links and Etcetera's,
- > Tech. Planning /\_____/ } \ 3D Modelling & Animation Art,Objects
- > ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- >
- >
- >
- >
- >
-
-
- Date: Sunday, 23 July 1995 20:44:57
- Subject: Re: Scanline and Trace
- From: Marty Nussbaum <martyn@asu.edu>
-
-
- ----------------------------------------------------------------------------
-
- On Fri, 21 Jul 1995, Charles Blaquiere wrote:
-
- > > From: w.graham6@genie.geis.com
- > >
- > > With a Pentium 120, full frame raytraces of fairly complex scenes only
- > > take a minute or so.
- >
- > Wha..? That's great news! Someone else (Ted?) posted they were getting
- > render times of 30 minutes per ray-traced frame!
-
- Depending on the complexity of the sceen. I use a Pentium 90 and my
- rendering times range from 1 minute to 1 hour per frame in Ray-trace.
-
- Marty
-
- *************** _ _ /|
- * ACK!! * \'o.O'
- * Hairball! * =(___)=
- *************** U
-
-
-
-
- Date: Sunday, 23 July 1995 22:15:59
- Subject: BIG Bug in PC 3.3 ?
- From: Jim Shinosky <tracker@en.com>
-
-
- ----------------------------------------------------------------------------
-
-
- Alrighty then! I found what seems to be a real nasty bug in Imagine 3.3.
- Here's the scenario:
-
- I was, and still am, in the middle of a very large animation using 3.2.
- Suddenly 3.3 came in the mail and I was very happy! The first problem
- I found with it was that it creates a whole new directory for itself as
- opposed to placing it within the 3.0 directory like 3.1 and 3.2 did. The
- reason this causes problems is because Imagine looks for directories to be
- under the main directory. For instance if you are working with 3.2 on the
- PC your main directory will be "IM30" and projects will have subdirectories
- under that. When I work with a project, say "Term1", I also create an
- objects directory under that. When I load the object into the action editor
- it references it like this: "term1/objects/ship1.obj". It doesn't
- qualify it by the main imagine directory; when working with 3.2 it assumes
- the main directory is IM30, and IM33 if working with version 3.3. This
- is bad. I had to go into quite a few actor bars and manually qualify them
- to look in the IM30 directory. However, the Effects bars could not be
- changed. I had to delete them and re-add them. This is also bad.
-
- But wait! There's more! That isn't even the reason I'm writing this stupid
- post. Here's the REAL BUG:
-
- In my animation I have some spotlights and a mountain object, among other
- things that I created in version 3.2. The spotlights have the "Linear"
- texture applied along the length to fade them out towards the end, and
- the mountains just have a simple mountain texture mapped repeatedly over
- the surface. Now, in 3.3 I quickrendered the objects in the detail editor
- and they looked exactly the same as they did in 3.2. However, when I go
- to the project, or stage editor and render the scene, things get weird.
-
- The spotlights seem to lose the linear texture so that they no longer fade
- out at the ends and the mountain object turns bright and almost white. It's
- as if Imagine used my image map as a color map and as a bright map and
- something else to make it look more white. It's very strange and very
- frustrating especially when it works in the detail editor. Just to make sure
- I went back to version 3.2 to check on it in the project editor and it's
- fine. Anyone else have any problems like this? Anyone have any solutions?
-
-
- Also, I wanted to say a few things about all the hubbub going on about
- people not being happy with Imagine: All of you professionals, so-called
- professionals, and amateurs(which includes me) who sit there and gripe about
- Imagine not being proessional enough for you, just look at the price tag and
- come out of your dreamland already. Sure, I posted some things that I'd like
- to see in future versions, but it wasn't in the form of a gripe. It was
- an informational post telling everyone, Impulse included, what I'd like to
- see. After all, Impulse may have their own vision for where they'd like
- Imagine to be but that doesn't preclude them from taking suggestions, even
- from an amateur.
-
- There are still many things not implemented in Imagine that I'd like to see
- but I won't complain about it because my pocketbook is a lot lighter than
- somebody else who owns Lightwave or 3DStudio. Would I like to have
- Lightwave? You bet I would. But I can't afford it right now and maybe not
- for a long time since I just bought a house. And that my friends is
- Imagine's number one strength: It's price/performance ratio. In fact,
- I'd be willing to step out on a limb and say that the overwhelming
- majority of Imagine users are nothing more than hobbyists like myself. Which
- means price comes before performance(as much as we like performance!).
-
- Well, enough venting. My spleen is tired.
-
- Jim Shinosky
-
-
-
-
-
-
- Date: Sunday, 23 July 1995 22:24:12
- Subject: Essence + 2.0
- From: robert@cs-bbs.manawatu.gen.nz (Robert Whitaker)
-
-
- ----------------------------------------------------------------------------
-
- Hi there, I was wondering in Essence 1 is compatable with Imagine 2.0.
- Thanks
-
- Robert whitaker
- robert@cs-bbs.manawatu.gen.nz
-
-
-
- Date: Sunday, 23 July 1995 23:51:00
- Subject: Re: Memory...
- From: cmkropp@cts.com (Matt Kropp)
-
-
- ----------------------------------------------------------------------------
-
- >> I read somewhere that Ray Tracing in Imagine is limited to a World size of
- >> 1024x1024x1024.
- >
- >Not so!This is just the default world size.
- >
- >> If you go into the stage editor and Multi-Select everything, then use
- >the > Transform function to scale everything down by 50% or more, I'd bet
- >good > money that the objects show up again.
- >
- >Or like myself and other have suggested setup the globals size bar to
- >0,0,0 so the world size will fit the objects on the stage.
- >
- >
- >William
- >
- I guess what I had read was that the internal effect of setting the Global
- size bar to 0,0,0 was that everything on the stage was automatically scaled
- to fit into 1024x1024x1024. Scaling seems to have an effect on rendering
- speed too. As an experiment set the global size to 1024x1024x1024. Try
- taking a fairly complex model, scale it down very small, zoom the camera so
- the object fills the view, then do a ray trace. Scale the object and camera
- up so that its bounding box fits as close to 1024x1024x1024 and do another
- ray trace. Compare the times. The smaller scaled object will take longer
- to render.
-
- Also, in the past I've had strange problems show up in animations where
- there was movement over large distances and trying to use the Global size
- 0,0,0. It seemed as though it was rescaling each frame of the animation and
- not doing a very good job of it. The objects seemed slightly discontinuous
- from frame to frame, but I haven't seen that happen for several rev numbers.
- I guess I got a little suspicious of the Global size 0,0,0 and do things the
- hard way occasionaly.
-
- Matt Kropp
-
- ______________________________________________________________________
-
- Internet: cmkropp@cts.com
- MKROPP_+a_STSD_+lMatt_Kropp+r%Sunward_Technologies@mcimail.com
- WWW: http://www.moscow.com/homepages/cmkropp@cts.com.html
- ______________________________________________________________________
-
-
-
- Date: Sunday, 23 July 1995 23:51:26
- Subject: DCTV
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Hey y'all,
-
- This may seem off topic,--but I swear on John Wayne's ghost it's
- pertinent.
-
- Do any of you know of a util that will convert DCTV pix BACK to
- straight 24bit pix? Going the other way's no prob,--but coming back
- isn't so easy.
-
- (I do have "readdctv," and it's better than nothing, but not by
- much).
-
- I'm eternally grape-leaved.
-
-
- Date: Monday, 24 July 1995 00:06:00
- Subject: Re: Mr. Mike H
- From: cmkropp@cts.com (Matt Kropp)
-
-
- ----------------------------------------------------------------------------
-
-
- >Mike H. has zero customer support skills. I have never seen the attitude
- >that comes from him coming from an owner before. He'll send me a catty
- >little piece of mail in response to this I'm sure.
- >
- >Imagine is a great program, a great value, and Impulse gets a lot of
- >heat it really doesn't deserve. Everyone's ship date's slip, everyone
- >tries to include more features than make final cut. Mike is just the
- >burden we bear if we want to use the software.
- >
- >Gerard
- >
-
- I always got the impression that Impulse was being run by a bunch of high
- school students with no business or social skills. Have any of you ever had
- the misfortune of trying to read the Imagine 2.0 manual? Whoever wrote that
- must have ditched a lot of high school english classes. But I must say that
- I am very happy with the 3.0 manual, it is on par with much higher priced
- software. Also, the new features in v3.3 really push Imagine into the next
- level. Overall, its a excellent value, even if you have to deal with
- attitude now and then. Just a note though, there is a lot more money to be
- made in return customers than trying to generate new customers. The last
- thing any company should do is alienate the customers it already has.
-
- ..
- Matt Kropp
-
- ______________________________________________________________________
-
- Internet: cmkropp@cts.com
- MKROPP_+a_STSD_+lMatt_Kropp+r%Sunward_Technologies@mcimail.com
- WWW: http://www.moscow.com/homepages/cmkropp@cts.com.html
- ______________________________________________________________________
-
-
-
- Date: Monday, 24 July 1995 00:13:00
- Subject: Re: BIG Bug in PC 3.3 ?
- From: cmkropp@cts.com (Matt Kropp)
-
-
- ----------------------------------------------------------------------------
-
- > When I load the object into the action editor
- >it references it like this: "term1/objects/ship1.obj". It doesn't
- >qualify it by the main imagine directory; when working with 3.2 it assumes
- >the main directory is IM30, and IM33 if working with version 3.3. This
- >is bad. I had to go into quite a few actor bars and manually qualify them
- >to look in the IM30 directory. However, the Effects bars could not be
- >changed. I had to delete them and re-add them. This is also bad.
- >
-
- Why don't you just do what I did and copy your project files out of the IM30
- directory and into the IM33 directory?
-
- > However, when I go
- >to the project, or stage editor and render the scene, things get weird.
- >
- >The spotlights seem to lose the linear texture so that they no longer fade
- >out at the ends and the mountain object turns bright and almost white. It's
- >as if Imagine used my image map as a color map and as a bright map and
- >something else to make it look more white. It's very strange and very
- >frustrating especially when it works in the detail editor. Just to make sure
- >I went back to version 3.2 to check on it in the project editor and it's
- >fine. Anyone else have any problems like this? Anyone have any solutions?
- >
-
- Is your render method the same in Quick Render as it is Project?
- Matt Kropp
-
- ______________________________________________________________________
-
- Internet: cmkropp@cts.com
- MKROPP_+a_STSD_+lMatt_Kropp+r%Sunward_Technologies@mcimail.com
- WWW: http://www.moscow.com/homepages/cmkropp@cts.com.html
- ______________________________________________________________________
-
-
-
- Date: Monday, 24 July 1995 00:24:33
- Subject: VER4.0
- From: augioh4b@ibmmail.com
-
-
- ----------------------------------------------------------------------------
-
- --- Received from GITD.PSG024 4523 24JUL95 13.20
- -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM
- Hi all]
-
- Just wondering...someone wrote that V4.0 will only be
- available to owners of V3.0? (can't remember who wrote this)
- The reason for this question is that if it's true then
- I will purchase v3.0 right away, with the upgrade thingy.
-
- Please help.
- Vems
-
-
- Date: Monday, 24 July 1995 00:43:54
- Subject: Re: booting IBM Imagine
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- > I get "8037 not present and required
-
- Sounds like you have something less then a 486 and you don't have a math
- coprocesser. I think that means you need one.
-
- Rick
-
-
- Date: Monday, 24 July 1995 00:44:15
- Subject: Re: Edge Line
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-23 19:16:30 EDT, you write:
-
- >explain the three different "edge line" features
-
- Add two planes next to each other with a space between.
- Join them.
- Multipick the center edges of one and click on "Set Edge Line".
- Unpick
- Next, multipick the center edges of the other one and click "Fill Edge Line".
- Magic. Works good on unusual shapes.
-
- "Smooth Edge Line" take multiple continuous edges a aligns them in smooth
- arcs.
-
- >So that if you're doing close ups of a letter you won't get the unsmooth
- edge look.
-
- I haven't tried it yet but 3.3 has a smooth fracture feature that might do
- the same thing.
-
- Rick
-
-
- Date: Monday, 24 July 1995 02:31:18
- Subject: Planet Shading Demo Pic
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- Dear George --
-
- >> I want to thank everyone for their suggestions about my Planetary
- >> shading/lighting problem...
-
- >YES! I knew that was what you were looking for. Now can you post a shot
- >somewhere so we can all see it?
-
- Okay, here is a sample JPEG render of my newly shaded
- planet (using the GasGiant Texture, by the way)...
- ================================================================
- begin 644 pic0002.jpg
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- ``
- end
- size 8388
- =============================================
-
- -- Dave
-
-
-
- Date: Monday, 24 July 1995 02:33:08
- Subject: Metaballs (was: Imagine 4.0?)
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- >> Also what is Metaballs?
-
- >Metaballs, the way I see it in my theoretical perception, is a modelling
- >tool where you place points in space. Each point is the center of a
- >spherical force field, which can be negative by the way. The final
- >object is built from the "skin" that results from joining all the points
- >in space where the sum of all the forcefields equals a certain number...
-
- [Graphical illustration of metaballs omitted]
-
- >If you have seen "Star Trek VI: the undiscovered country", and remember
- >the scene where globs of purple Klingon blood float around and merge in
- >the (temporarily) zero-gravity environment of the Klingon ambassadorial
- >ship, you have seen Metaballs at work.
-
- But metaballs apparently have much greater potential than that!
- I am looking at the back of the current issue of _3D Artist_, and
- there is an ad for MetaREYES, a metaball modeling program for
- _3D Studio_. It shows two pairs of "before and after" pictures--
- one of a Tyrannosaurus rex and one of a female torso. The "before"
- shows these two objects constructed by balls; the "after" shows the
- result after the "skin" has been generated from the balls...WOW!
- The woman's torso looks like it's straight out of _Grey's Anatomy_
- and the T. rex looks like it's straight out of _Jurassic Park_!
- If these demo pictures are for real, 3D splines eat your heart out!!!
-
- -- Dave (Put me down as a proponent for
- metaballs in Imagine 4.0!)
-
-
-
- Date: Monday, 24 July 1995 02:33:47
- Subject: Constraints
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- I've been working hard to learn the ins and outs of bones
- and I am having trouble understanding what "Constraints"
- and "Inverse Kinimatics" are supposed to do and why they
- are so important. Could someone explain to me please?
-
- Thanks! -- Dave
-
-
-
- Date: Monday, 24 July 1995 03:46:01
- Subject: Re: HOW MANY!
- From: jprusins@cybergrafix.com (John Prusinski)
-
-
- ----------------------------------------------------------------------------
-
-
- >>Hi there!
- >>
- >>How many of you guys do graphics for a living, graphic design, animators
- etc. It
- >>would be interesting to know. Dont read this as "I dont like amateurs, I do
- >>like them a lot!".
- >>
- >>Tom Renderbrandt
- >>
- >>
- >
- >
-
-
- Me. I have a multimedia/animation4video/Web publishing business for which
- Imagine
- is my primary 3D tool.
-
- John Prusinski
-
-
-
- Date: Monday, 24 July 1995 08:07:25
- Subject: Re: Impulse & IML (Long message!)
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-22 19:24:05 EDT, tstethem@linknet.kitsap.lib.wa.us
- (Ted Stethem) writes:
-
- > But, for some reason, Imagine and this mailing list tends to have a
- >certain hostility associated with it that I don't see occurring with any
- >other 3D modeling/rendering program.
- > I see flame wars erupt over the most inoccuous subjects, and in the
- >beginning, it shocked me that there were so many hostile people
- >here. But, after awhile, it was easy to develop the same attitude.
-
- I think the reason for this is that Imagine is so cheap that many people can
- use it and it is available to users who may still be in their teens and not
- very mature. I think a lot of the "whining" posts reflect the immaturity of
- a small portion of Imagine users. However they seem to stand out in what is
- really a very interesting and informative list. There is nothing wrong with
- making a comment about features that should or could be implemented. But
- there is no use getting upset or angry about it.
-
- s.g.
-
-
- Date: Monday, 24 July 1995 08:21:56
- Subject: Re: booting IBM Imagine
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-23 17:13:26 EDT, sea_dog@yrkpa.kias.com (Old_Man)
- writes:
-
- >After 4 years of Amiga Imagine, I decided to decrease rendering time by
- >getting the IBM version. Every time I try to boot Imagine from the C>
- >prompt, I get "8037 not present and required". I have tried the readme
- >file re noems etc.
- >
- >Any ideas will be greatly appreciated
- >
- >Thanks
- >Bill
-
- I believe it is asking for a coprocessor which your system does not have.
-
-
- Date: Monday, 24 July 1995 08:28:49
- Subject: Re: Mr. Mike H
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-23 23:12:55 EDT, gpm@netcom.com (Gerard Menendez)
- writes:
-
- >Mike H. has zero customer support skills. I have never seen the attitude
- >that comes from him coming from an owner before. He'll send me a catty
- >little piece of mail in response to this I'm sure.
- >
- >
-
- Mike H. has never been anything less than polite to me, but then I have never
- been rude to him. I suppose if I was he would also be to me. At any rate
- I'm sure that many people who call ask questions that could have been easily
- answered by the documentation provided. Unfortunately many people do not
- want to seek out the information in the book they would rather call Impulse.
- I know this is true because many questions that are clearly answered in the
- manual are asked here quite frequently.
-
- s.g.
-
-
- Date: Monday, 24 July 1995 08:32:52
- Subject: Re: BIG Bug in PC 3.3 ?
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-23 23:39:12 EDT, tracker@en.com (Jim Shinosky)
- writes:
-
- >I was, and still am, in the middle of a very large animation using 3.2.
- >Suddenly 3.3 came in the mail and I was very happy! The first problem
- >I found with it was that it creates a whole new directory for itself as
- >opposed to placing it within the 3.0 directory like 3.1 and 3.2 did.
-
- It is not necessary with the 3.3 installation to install to a directory
- called IM33. When you install it simply type the path of your old directory
- and it will install it there. It will tell you that it will overwrite
- anything in that directory with the same name. I did it and it worked fine.
- I have kept my Imagine directory named Imagine. That way with each new
- version I don't have to worry about projects looking for directories that are
- no longer there.
-
- s.g.
-
-
- Date: Monday, 24 July 1995 08:37:39
- Subject: Re: BIG Bug in PC 3.3 ?
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-23 23:39:12 EDT, tracker@en.com (Jim Shinosky)
- writes:
-
- >You bet I would. But I can't afford it right now and maybe not
- >for a long time since I just bought a house. And that my friends is
- >Imagine's number one strength: It's price/performance ratio.
-
- NewTek doesn't want your money anyways or they would have offered a
- competitive upgrade, and they havent. I have also heard the LightWave
- Windows doesn't offer all of the features of the Amiga version. Not sure if
- this is true. Imagine, side by side comparison with LightWave in most of the
- magazines I have read has always had as many features as LW. I think it
- probably has more with all of the new stuff in 3.3 and just wait till 4.0 you
- are going to love it.
-
- s.g.
-
-
- Date: Monday, 24 July 1995 09:02:58
- Subject: Opalvision anyone
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
- anyone else using Opalvision out there? I hear about Imagine 3.3
- supporting other screen modes with 256 colors on the Retina, I believe
- it was. Did Impulse continue to support Opalvision?
-
-
- Date: Monday, 24 July 1995 10:05:32
- Subject: An old challenge - How are diamonds done ?
- From: "JOSEPH F. HART" <VISHART@ubvms.cc.buffalo.edu>
-
-
- ----------------------------------------------------------------------------
-
- Greetings.....
-
- I have asked this question several times over the years,
- and have received many kind responses, but no one has ever found
- a good solution to it. Since the list has grown greatly since
- the last time I posted it, especially with all our good
- MSDOS/Windows colleagues, I thought it might be interesting to
- pose it again. And the question is......[ripping envelope...]
-
- Has anyone ever found a good way to make a reasonably transparent
- diamond with the proper refractive effects at an index of 2.42 ?
-
- Hollow diamonds with an second interior set of faces do not
- work, since the inner faces tend to cancel the refraction as
- one would expect.
-
- Solid diamonds lose most of their transparency for no apparent
- reason, and appear largely black.
-
- I have been careful to use a properly designed standard
- brilliant cut, with all the correct angles and facets present.
- There is no black anywhere in the environment.
-
- Any ideas ? Has anyone encountered this with other faceted
- shapes as well ? ( I have......:-(
- I could really use a solution, as I would like to do a lot of
- work with faceted transparent objects.
-
- Also, since I am currently lucky enough to be a beneficiary
- of the Economic New World Odor....er....Order, I must work
- with Imagine 2.0, and cannot upgrade until finances improve
- even more than they have so far .....:-)
-
- With Thanks
-
- ___________________________________________________________________
- | Internet: VISHART@ubvms.cc.buffalo.edu
- Joseph Hart | /// Plink : OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ FreeNet : af804@freenet.buffalo.edu
- | *** AMIGA - Computers for REAL MEN ***
- ===================================================================
-
-
- Date: Monday, 24 July 1995 10:08:47
- Subject: I've been hearing an evil speculation...
- From: "JOSEPH F. HART" <VISHART@ubvms.cc.buffalo.edu>
-
-
- ----------------------------------------------------------------------------
-
- I have been seeing an evil speculation in comp.sys.amiga.graphics
- which I have not seen discussed here yet. It is something to the
- effect that an announcement will be made regarding the future
- of Imagine on the Amiga after 4.0. Is there any concern for
- that aforementioned future ?
-
- [ Latching onto Mr. Halvorson's ankle, sounds of begging,
- pleading, whining, and groveling....]
-
- ___________________________________________________________________
- | Internet: VISHART@ubvms.cc.buffalo.edu
- Joseph Hart | /// Plink : OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ FreeNet : af804@freenet.buffalo.edu
- | *** AMIGA - Computers for REAL MEN ***
- ===================================================================
-
-
- Date: Monday, 24 July 1995 10:14:20
- Subject: Re: A note from Mr. Mike,
- From: sauvp@citi.doc.ca (Patrick Sauvageau)
-
-
- ----------------------------------------------------------------------------
-
- Charles Blaquiere <blaq@io.org>:
- >(...)
- >Anyway, the future is unclear at this
- >point: Mike has posted another 4.0 teaser render on CompuServe, showing
- >a metaballs-modelled abstract sculpture, along with soft shadows created
- >by a new type of light object. <kneeling> Please, please, let these new
- >lights work in scanline, not just trace...
-
- Where is it possible to see thoses images ?
- -----
- Patrick Sauvageau
- (sauvp@citi.doc.ca)
-
-
-
- Date: Monday, 24 July 1995 10:25:39
- Subject: Re: BIG Bug in PC 3.3 ?
- From: Vance Schowalter <viking@freenet.edmonton.ab.ca>
-
-
- ----------------------------------------------------------------------------
-
- On Mon, 24 Jul 1995 SGiff68285@aol.com wrote:
-
- > In a message dated 95-07-23 23:39:12 EDT, tracker@en.com (Jim Shinosky)
- > writes:
- >
- > >You bet I would. But I can't afford it right now and maybe not
- > >for a long time since I just bought a house. And that my friends is
- > >Imagine's number one strength: It's price/performance ratio.
- >
- > NewTek doesn't want your money anyways or they would have offered a
- > competitive upgrade, and they havent. I have also heard the LightWave
- > Windows doesn't offer all of the features of the Amiga version. Not sure if
- > this is true. Imagine, side by side comparison with LightWave in most of the
- > magazines I have read has always had as many features as LW. I think it
- > probably has more with all of the new stuff in 3.3 and just wait till 4.0 you
- > are going to love it.
- >
- > s.g.
- >
-
- It's true. Lightwave for Windows does not have the popular and extremely
- useful ARexx macros that the Amiga version enjoys.
-
- *******************************************
- * Vance Schowalter >>Image Master<< *
- * *
- * Internet: viking@freenet.edmonton.ab.ca *
- * *
- * "Affable little snow creature." *
- *******************************************
-
-
-
- Date: Monday, 24 July 1995 10:29:49
- Subject: Re[2]: BIG Bug in PC 3.3 ?
- From: aciolino@rrddts.donnelley.com
-
-
- ----------------------------------------------------------------------------
-
-
-
-
-
- > When I load the object into the action editor
- >it references it like this: "term1/objects/ship1.obj". It doesn't
- >qualify it by the main imagine directory; when working with 3.2 it assumes
- >the main directory is IM30, and IM33 if working with version 3.3. This
- >is bad. I had to go into quite a few actor bars and manually qualify them
- >to look in the IM30 directory. However, the Effects bars could not be
- >changed. I had to delete them and re-add them. This is also bad.
- >
-
- It was a MAJOR FLAW in imagine to force the directory structure to be
- off of one subdirectory. The way it is done now is correct.
-
- The reason: One of my friends and I exchange projects often. But, if
- he did NOT have the exact same directory name as I, we would have to
- re-build the WHOLE project. Of course, that doesn't work if you have
- 300 frames to render, 150 on each machine.
-
- Now, I can give him an archive with the dir. structure, and he can put
- it in wherever he has his projects at and it'll render fine off of the
- same project.
-
- Yes, we both have a PROJETS directory under our main Imagine
- directory. My main dir is at C:\IM33, and his is at C:\IM3. But this
- works.
-
- -AC
-
-
-
-
- Date: Monday, 24 July 1995 10:51:50
- Subject: Books in imagine
- From: Tineke de Jonge <Tineke.deJonge@wldelft.nl>
-
-
- ----------------------------------------------------------------------------
-
- I am new to imagine and searching for titles of good learning books to
- introduce me to imagine.
-
- Any suggestions are welcome.
-
- Greetings, Tineke de Jonge
-
-
-
- Date: Monday, 24 July 1995 11:24:47
- Subject: Is Imagine shareware?
- From: wilkinso@cambridge.scr.slb.com (Simon Wilkinson)
-
-
- ----------------------------------------------------------------------------
-
- Hi there folks.
-
- I'm new to Imagine, although I have used version 2. I'm just wondering, is
- Imagine a shareware package, and if so can anyone tell how much it costs and
- point me in the right direction as regards buying it for the PC?
-
- Also, if there are any FAQ's available, could some kind individual please
- inform me where they are??
-
-
- Cheers,
-
- Si.
-
-
- Date: Monday, 24 July 1995 11:46:04
- Subject: Re: DCTV to VCR problem
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Hey TK,
-
- Your problem may be staring you in the face: PAL. I think the
- VHS video standard is NTSC. Never been to Europe as an adult, so I may
- we miles off on this one.
-
- As for that output on your A500, greyscale is what you get.
- Sorry. I nearly flipped when I saw that plug on my 500, and thought,
- here we go. But alas. (What it taught me was to re-appreciate B & W).
-
-
- Date: Monday, 24 July 1995 11:59:09
- Subject: Re: Memory...
- From: williamp@triode.apana.org.au
-
-
- ----------------------------------------------------------------------------
-
- > I read somewhere that Ray Tracing in Imagine is limited to a World size of
- > 1024x1024x1024.
-
- Not so!This is just the default world size.
-
- > If you go into the stage editor and Multi-Select everything, then use
- the > Transform function to scale everything down by 50% or more, I'd bet
- good > money that the objects show up again.
-
- Or like myself and other have suggested setup the globals size bar to
- 0,0,0 so the world size will fit the objects on the stage.
-
-
- William
-
-
-
-
- Date: Monday, 24 July 1995 12:59:04
- Subject: Re: Scanline and Trace
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > How about we define a base scene as a benchmark that everyone can render
- > for comparison. This could go in the FAQ for future reference.
-
- Such a test has already been done on Compuserve, and if anyone wants,
- I can upload the results to Aminet or post them here.
-
- Andrey
-
-
- Date: Monday, 24 July 1995 12:59:37
- Subject: DCTV to VCR problem
- From: Thomas Krpic-Mocilar <krpic@mibm.ruf.uni-freiburg.de>
-
-
- ----------------------------------------------------------------------------
-
- Hi,
-
- I have bought a DCTV (PAL) from AmigaOberland more than a year ago and only
- used it for digitizing (and printing) pictures. I used it on my A3000
- without problems.
-
- But when I tried to get a DCTV animation on video tape, I got no result.
- I connected the "video out" interface of the DCTV with the "Scart"
- interface of a Hitachi VHS-recorder. Although I think the cable was
- correct and I did everything right, no (!) picture appeared on the VCR
- screen. Has anyone faced similar problems? Is something wrong with the DCTV
- unit?
-
- I then tried the same with my old A500 (2.5 meg RAM). The DCTV didn't
- even produce a colour image at all but only greyscale pictures. The
- animation recording didn't work as well. Why is there no colour output on
- the A500 (RGB output)?
-
- I would be glad if I received help.
-
- T.K.
-
-
-
- Date: Monday, 24 July 1995 13:19:45
- Subject: Re: Particle Bug in 3.3??!??
- From: Dave Rhodes <dave@darhodes.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Hiya Broctune,
-
- > This very weird, I assign particle spheres to an object like a plane and
- > the particles look like octohedrons or whatever you call them they do not
- > look anything like spheres, can anyone help?
-
- Could it be that you've assigned CSG spheres to the particles, but you're
- rendering in scanline, and not trace ?
-
- --
-
- ~===========================================================================~
- Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England -
- ---------------------------------------------------------------------------
-
-
- Date: Monday, 24 July 1995 13:41:16
- Subject: Re: Quickie!
- From: Dave Rhodes <dave@darhodes.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Hi
-
-
- > > tear drop shape, just add a regualr sphere with default size, then go to
- > > CONFORMATIONS...then pick conform to sphere and just press ok. There
- >
- > ...and if you use two of these teardrops, rotate them slightly and join
- > them next to each other, you have an instant "heart" shape! This is how
- >
- > Problem is, most people who see this heart shape say, "Oh, a pair of
- > buttocks!" %^S
-
- ...Bummer ! (sorry)
-
- Also, om a similar theme, if you were to add a primitive cone, using the
- defaults, (except making the no. of vertical sections about 5) and then
- conform that to a sphere (with default settings) you get a very good
- starting point for a shark/fish fin, even with a little curl on the top.
- I've had a lot of fun with conforming the primitives, and although the
- results are sometimes totally unpredictable, I usually end up learning
- something that I can use somewhere else.
-
- --
-
- ~===========================================================================~
- Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England -
- ---------------------------------------------------------------------------
-
-
- Date: Monday, 24 July 1995 14:18:26
- Subject: Re: Slug bumps slide in state saga solved
- From: Dave Rhodes <dave@darhodes.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
-
- > My only problem here is that if my slug/worm flies by the
- > camera too close, the texture loses its illusion of 3d, and
- > looks like a flat pattern on the skin. But hey, back off, and it looks
- > cool. ^^^^ ^^^
- I'm backing, I'm backing....
-
- > Good luck, fellow sicko.
-
- ..So do these flying slugs leave vapour trails then ?
-
-
- --
-
- ~===========================================================================~
- Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England -
- ---------------------------------------------------------------------------
-
-
- Date: Monday, 24 July 1995 14:29:03
- Subject: Re: Edge Line
- From: Dave Rhodes <dave@darhodes.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Hi Pantera
-
- > Also another feature which would be nice for Imagine 4.0, is if you
- > could specify how detailed you want your fonts to be once you convert
- > them from postscript to 3d. So that if you're doing close ups of a
- > letter you won't get the unsmooth edge look.
-
- Ahhh.. but you can...
-
- Before you add points, just scale the axis (only) either up or down,
- to make either less or more points, edges and faces as necessary.
-
- --
-
- ~===========================================================================~
- Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England -
- ---------------------------------------------------------------------------
-
-
- Date: Monday, 24 July 1995 14:51:18
- Subject: Dare I enter a mathematical discussion?
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
-
- >Exactly. And one of the great advantages to this "shadow mapping" method is
- >that you can blur the map, and give soft shadows! Not exactly accurate, but a
-
- >great cheat! Many high-end (as well as low end) systems use this method.
-
- From the description of these depth maps in an earlier message, I'm
- not sure I understand how yo are making soft shadows. If you "blur"
- the map with one of those averaging techniques where each value
- becomes closer to its neighbors, it seems you would just be damaging
- your depth map so shadows are assigned improperly. To have soft
- shadows with the technique that someone summarized in this group, you
- would take a point on an object, check its distance from each light,
- compare the distance with the corresponding point on the light's depth
- map, and then LOOK AROUND THE DEPTH MAP FOR THE 'EDGE' OF A SHADOW to
- decide whether you are in a region for soft shadows. I don't know how
- that could work anyway.
-
- Did I misunderstand the idea of depth maps? Please share.
-
-
- Date: Monday, 24 July 1995 14:55:00
- Subject: Booting IBM Imagine
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: Old_Man <sea_dog@yrkpa.kias.com>->-> After 4 years of Amiga Imagine, I
- decided to decrease rendering ti=me-> getting the IBM version. Every time I try
- to boot Imagine from the= C>-> prompt, I get "8037 not present and required". I
- have tried the re=adm-> file re noems etc.->-> Any ideas will be greatly appreci
- atedYou either have a 386 without a math co-processor or a 486sx chip, wh=ichdoe
- s not have a coprocessor built-in. /------------------------------ _
- __ ___ ___ ___ | Mike van der Sommen / __ /__/ /__/
- /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ |
- mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) |
- "Irony can make revenge a welcome alternative" \______________________________
- _______________________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara
- , Ca - (805) 683-1388
-
- Date: Monday, 24 July 1995 16:22:31
- Subject: Re: Metaballs Uncovered
- From: Gerard Menendez <gpm@netcom.com>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Mon, 24 Jul 1995 Broctune@aol.com wrote:
-
- > Metaballs is a modelling tool and a very good one, you should check out 3d
- > artist # 19 I think and they have an article about a product for 3dstudio,
- > but still has some good facts
- >
-
-
- This month's Computer Graphics World has a tutorial on making a dinosaur
- with metaballs using 3d Studio and the MetaReyes plug-in.
-
- Gerard
-
-
-
- Date: Monday, 24 July 1995 17:24:54
- Subject: A few Questions
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- hi guys if anyone could commet on anY of the comments:
-
-
-
- 1. The "METABALLS" which is going to be featured in 4.0, how hard is it
- to model using this technique, i mean is it alot harder than using the
- traditional detail editor tools?
-
-
- 2. I still have questions about the BONES feature, let's say that i had
- a "can" object of coke for example. ANd i wanted to make it dance.
- Here's a sketch:
-
- ..........
- |||||||||
- |||||||||
- ..........
- |||||||||
- |||||||||
- ..........
- |||||||||
- |||||||||
- .......... (Assume that the can has many more "horizontal sections".
- Now how could i make it so that when i rotate the top point of the can,
- that the bottom section would stay intact, and the others would somehow
- i guess "conform" to the rotation of the top points, so that you get a
- "bent" can. If anyone understands what i'm talking aboyt, I'd greatly
- appreciate a small example so i could follow.)
-
-
- 3. I am just kinda curious as to why there are no books (commercial)
- covering Imagine, and no I'm not talking about "understanding Imagine
- 2.0" or "THe Imagine COmpanian", I'm talking about new books covering
- the NEW features of Imagine. With supposedly 50 million users world
- wide (as the recent ad says in graphics mags) I would surely expect at
- least a few well written books on the software.
-
- 4. Will Imuplse ever feature the famous (overused) lightwave light
- effects (lensflare, glow, hallow around light) in the upcominng 4.0.
-
-
-
- PANTERA
- pantera@voyager.com
-
-
-
-
- Date: Monday, 24 July 1995 17:57:29
- Subject: BIG Bug in PC 3.3 ?
- From: Marc Reinig <72410.77@compuserve.com>
-
-
- ----------------------------------------------------------------------------
-
- >>
-
- I found with it was that it creates a whole new directory for itself as
- opposed to placing it within the 3.0 directory like 3.1 and 3.2 did. The
- reason this causes problems is because Imagine looks for directories to be
- under the main directory.
-
- >>
-
- Why not either copy all the new Imagine files
- and directories to your old directories or copy the project directories to
- your new Imagine directory? Then you don't have to do anything in the Action
- editor. Windows will do this easily for you, or I think you can use XCOPY in
- DOS.
-
-
- >> Bugs in spot lights with linear
-
- Directional lights also have another bug: they illuminate outside the
- directional area. If you use point source, circular, cast shadows, controlled
- fall off and SOFTEDGE.ITX, the illuminated area inside the cone will be
- correctly lit, but outside the cone will now be lit as if the light was not
- directional.
-
- -Marco
-
-
-
- Date: Monday, 24 July 1995 18:01:50
- Subject: Re: Constraints
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Let's first look at bones. Bones objects are like a family, you start with a
- parent, then have children, grandchildren, etc.. Any bones object can have
- any number of children but will have only one parent.
-
- There are two ways to manipulate bones objects, directly (there probably is a
- better word) or inversely.
-
- When you move an object directly, you're moving from a parent's point of
- view. Any manipulation to you affects all of your children, grandchildren,
- etc. In Imagine you do this by picking in group mode any bones axis and
- manipulating it. This will also move, rotate,etc. any bones objects that are
- down the family tree from it.
-
- When you work inversely (Inverse Kinematics) you are working from the child
- point of view and affecting all of the way up the family tree. In Imagine
- you do this by clicking on the "Constrain" menu item.
-
- For example, take a human like object.
- In direct mode click on the thigh "bone". Rotate it and the shin bone and
- foot bone move with it.
- In inverse or constrain mode click on the foot bone. Rotate it and all of
- the other bones in the body move. This is because you are affecting up the
- family tree, and parents always affect down the tree to the other children.
-
- This is where "freeze" comes in.
- First click on the hips bone ?:) and click on "freeze" menu item. Check all
- of the axis in world. This freezes the hips from moving. Now go back, click
- on "constrain", and move the foot bone. The shin bone and thigh bone move
- with the foot bone but nothing else. You can also use "freeze" to only limit
- movement to certain axis. In the above example you could keep the shin bone
- to move only as a knee would bend. Some programs even allow you to limit
- movement in an axis to a certain number of degrees or range of movement.
-
- As it seems to me, direct mode is useful to pose a figure or object in an
- unusual pose or where placement is more on looks then on exactness. Inverse
- mode is useful to position a piece of an object in a certain place.
- For example, use direct mode to position a cheerleader's arms. Use inverse
- mode to place a person's foot up on a step.
-
- Make sure you watch what mode you are in! Direct mode use pick group mode
- and inverse mode uses pick object mode.
-
- Any more questions, hollar.
-
- Rick
-
-
-
- Date: Monday, 24 July 1995 18:07:14
- Subject: Re: BIG Bug in PC 3.3 ?
- From: Jim Shinosky <tracker@en.com>
-
-
- ----------------------------------------------------------------------------
-
-
- > It is not necessary with the 3.3 installation to install to a directory
- > called IM33. When you install it simply type the path of your old directory
- > and it will install it there. It will tell you that it will overwrite
- > anything in that directory with the same name. I did it and it worked fine.
- > I have kept my Imagine directory named Imagine. That way with each new
- > version I don't have to worry about projects looking for directories that are
- > no longer there.
- >
- > s.g.
-
- Yes, but had I done that it would have written over alot of my 3.2 stuff and
- I probably wouldn't have been able to compare the 2 for the major problem
- I had with the textures.
-
-
-
- Date: Monday, 24 July 1995 18:25:00
- Subject: Re: Edge Line
- From: datctva@primenet.com (DThompson)
-
-
- ----------------------------------------------------------------------------
-
- At 02:44 PM 7/23/95 +0500, pantera@voyager.com wrote:
- >could someone please explain the three different "edge line" features in
- >Imagine 3.2? could someone please tell me how to use them and what they
- >are for?
- >
- >
- >Also another feature which would be nice for Imagine 4.0, is if you
- >could specify how detailed you want your fonts to be once you convert
- >them from postscript to 3d. So that if you're doing close ups of a
- >letter you won't get the unsmooth edge look.
-
-
-
- Scale the axis of your spline object. The larger you make it, the more detail.
-
- >
- >PANTERA
- >pantera@voyager.com
- >
- >
- >
- >
-
-
-
- Date: Monday, 24 July 1995 18:25:31
- Subject: Re: A note from Mr. Mike
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
- On Jul 22, 3:45pm, imagine-relay@email.sp.paramax.com wrote:
- >
-
- > Scanline shadows are made by making a "depth" map for each light. The depth
- > map is just an array of distances from the light. when the scanline starts
- > for each pixel the distance from a light is calculated then checked against
- > the value in the map. If the value is greater then the value in the map then
- > that point is shadowed.
-
- Exactly. And one of the great advantages to this "shadow mapping" method is
- that you can blur the map, and give soft shadows! Not exactly accurate, but a
- great cheat! Many high-end (as well as low end) systems use this method.
-
- It seems that if "budget" buyers were being catered to, so they wouldn't have to
-
- buy more RAM for shadow mapping, then they shouldn't be told to buy new machines
-
- to be able to raytrace.
-
- Anyway, this "debate" is getting out of hand. There is too much name-calling
- and too little listening. What is wrong with Imagine users wanting some of the
- advantages of other systems?
-
- Craig
-
-
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Monday, 24 July 1995 18:46:15
- Subject: Re: Virtual Memory
- From: Damon LaCaille <nomad@aloha.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Mon, 24 Jul 1995, Vance Schowalter wrote:
-
- > The reason I'm asking is, I do have virtual memory (VMM) and I use
- > brushmaps for a good deal of detailing. I just wanted to see if it would
- > be worthwhile for me to upload any models I may make in the future which
- > requires alot of memory to render.
- >
-
- I might as well reply to this message than create a new message. Does
- anybody know if Gigamem works very well w/ Imagine? I wanted to render a
- few objects, but most of them require at least 12-14 megs, and I
- unfortunately only have 10. And by the way, how much is Gigamem? And
- yet one more question put to you, how much is the PC version of Imagine?
-
- Thanks a bunch!
- Damon
-
-
-
- Date: Monday, 24 July 1995 19:04:55
- Subject: Re: DCTV to VCR problem
- From: Vance Schowalter <viking@freenet.edmonton.ab.ca>
-
-
- ----------------------------------------------------------------------------
-
- On Mon, 24 Jul 1995, Mike McCool wrote:
-
- > Hey TK,
- >
- > Your problem may be staring you in the face: PAL. I think the
- > VHS video standard is NTSC. Never been to Europe as an adult, so I may
- > we miles off on this one.
-
- Sorry. VHS can be used with NTSC and PAL. PAL Amiga users must use PAL
- video recorders to tape their work.
-
- >
- > As for that output on your A500, greyscale is what you get.
- > Sorry. I nearly flipped when I saw that plug on my 500, and thought,
- > here we go. But alas. (What it taught me was to re-appreciate B & W).
- >
-
- CBM used to produce RF modulators for the A500's, which had an optional
- RCA video-out jack. The output quality isn't as good as the A1200's video
- out, but it's better than nothing. There were (are?) some 3rd party
- products of a similar nature for people who didn't want or need genlocks.
-
- *******************************************
- * Vance Schowalter >>Image Master<< *
- * *
- * Internet: viking@freenet.edmonton.ab.ca *
- * *
- * "Affable little snow creature." *
- *******************************************
-
-
-
- Date: Monday, 24 July 1995 19:13:13
- Subject: Virtual Memory
- From: Vance Schowalter <viking@freenet.edmonton.ab.ca>
-
-
- ----------------------------------------------------------------------------
-
- How many of Amiga and PC Imagine users here have virtual memory available
- for Imagine?
-
- The reason I'm asking is, I do have virtual memory (VMM) and I use
- brushmaps for a good deal of detailing. I just wanted to see if it would
- be worthwhile for me to upload any models I may make in the future which
- requires alot of memory to render.
-
- The files would be uploaded to AmiNet's Imagine section.
-
-
- *******************************************
- * Vance Schowalter >>Image Master<< *
- * *
- * Internet: viking@freenet.edmonton.ab.ca *
- * *
- * "Affable little snow creature." *
- *******************************************
-
-
-
- Date: Monday, 24 July 1995 19:57:42
- Subject: Re: Memory ...
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Hi Mike McCool,
- You replied to Perry's orig. post about letters droping off his traced anim.
- I had a similar problem recently, and asked the IML about it. World size
- seem to be the problem, but when I checked the size was 0,0,0. But
- something I did notice was that the size bar for the Global actor was
- only on the first frame. Should the size bar for the Global actor be
- changed to cover every frame?
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
-
- Date: Monday, 24 July 1995 20:37:30
- Subject: Planet lighting continued
- From: spencer@lowell.edu (John R. Spencer)
-
-
- ----------------------------------------------------------------------------
-
-
- I have also run into problems with planetary lighting not looking
- right, and I think the problem is not because of soft shadows or
- atmospheric refraction or anything, it's because the way real planets
- scatter light is more complicated than the model used in Imagine.
- I suspect that Imagine uses what astronomers call "Lambertian
- scattering", which means that the brightness of a surface is proportional
- to the cosine of the angle between the lightsource and the direction
- perpendicular to the surface, and is independent of the viewing
- angle.
-
- Real surfaces, especially rough solid surfaces like the Moon's, don't
- behave like this: for instance they tend to reflect light back
- preferentially in the direction of the lightsource so they look
- brighter when seen from that direction. Similar effects cause the
- full moon to look like a perfectly flat disk, whereas if you tried
- to render the full moon in Imagine, looking at it from the same
- direction as the lightsource, it would be much darker at the
- edges than in the center.
-
- To make realistically-illuminated planets without ad-hoc workarounds
- would require an algorithmic texture that mimicked the anisotropic
- way that real surfaces scatter light. Shouldn't be too hard, as
- the "Fakely" texture does something like this. You would need to
- code up a Minnaert function or something similar- I could look up
- the equations for anyone who wanted to try this.
-
- For most purposes, the difference between the Lambert shading
- that Imagine probably uses, and a more realistic Minnaert
- function, would be too subtle to worry about. But I'm an
- astronomer, so I worry about this stuff...
-
- End of photometry lecture!
-
- John Spencer
- Lowell Observatory
-
-
- Date: Monday, 24 July 1995 20:52:36
- Subject: Global fog disappears in 3.3?
- From: Thomas Gaiser <thomas.gaiser@uni-tuebingen.de>
-
-
- ----------------------------------------------------------------------------
-
- Hi Imagineers,
- after upgrading to PC Version 3.3 fog from "Globals" seems to disappear
- randomly, in quickrender (stage) and in the project editor. E.g. I made
- a small animation (20 frames) and I got 19 pics with and 1 frame
- without fog. Did this happen to anybody else? And: Is there a workaround?
- Greetings,
- Thomas
-
-
- Date: Monday, 24 July 1995 20:54:18
- Subject: Re: Metaballs Uncovered
- From: Broctune@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Metaballs is a modelling tool and a very good one, you should check out 3d
- artist # 19 I think and they have an article about a product for 3dstudio,
- but still has some good facts
-
-
- Date: Monday, 24 July 1995 20:54:53
- Subject: Re: A few Imagine questions
- From: Damon LaCaille <nomad@aloha.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Tue, 25 Jul 1995, David Nix wrote:
-
- > Damon-
- >
- > My guess, and its only that, is that you are using the default render
- > settings, which I think are HAM 320 x 240 or something like that.
- >
- > You can go into the Preferences editor and change the setting to IFF-24 bit
- > and 640 x 480 (or better, depending on your display card).
- >
- > Hope this helps
- >
- > Dave
- >
-
- Thanks Dave! Yeah you were right. Since I'm still new to Imagine I hope
- y'all can forgive a simple (but obvious) mistake. I'm trying hard to look
- through the FAQs for answers to my questions, but most of them are beyond
- me anyways right now, and until I can reach a higher level of
- understanding with it, it's just a matter of playing around with it.
-
- And FYI, I changed my mode settings for final rendering to be 24-bit
- ILBM, 640x400 Trace (whew, what a difference!) Then I took it to work
- and displayed it on the 486 there w/ a nice graphics card. Wow, even
- better! I think I may be needin' to purchase a good video card soon. Any
- recommendations anyone? I don't have one yet, but am thinking about
- spending about $200-$300 for a used one if all works well with the
- finances (we'll see). I've heard bad things about Opal (even from this
- mailing list) and also see lots of Retina Z2's going for about $200 or
- so, now this could be good or bad!
-
- Damon
-
-
-
- Date: Monday, 24 July 1995 21:04:48
- Subject: DOF?!
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
- Can somone please forward the erlier, real enlightnig post about how to use DOF!
-
- Silly me got the mail wet, and it sliped of my cursor and down the
- memory drain....Never saw it agin......Yaaaaaaaarrrrgh!?
-
- Pleaaaaase!
-
- Tom Renderbrandt Granberg
-
-
-
- Date: Monday, 24 July 1995 21:41:43
- Subject: Re: opalvision anyone
- From: Scott F Tracy <sftracy@winternet.com>
-
-
- ----------------------------------------------------------------------------
-
- >
- >
- > anyone else using Opalvision out there? I hear about Imagine 3.3
- > supporting other screen modes with 256 colors on the Retina, I believe
- > it was. Did Impulse continue to support Opalvision?
- >
-
- Yes still works with the Opal. But its just for rendering you can't
- run imagine screens on the Opal and play with the textureplayground.
-
-
-
- Date: Monday, 24 July 1995 21:46:10
- Subject: Re: Slug bumps slide in state saga solved
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- > ..So do these flying slugs leave vapour trails then ?
- >
- More like frozen slime crystals. If they're flying high enough, their
- effect is similar to the rainbow effect around the sun and moon caused by
- stratospheric ice.
-
-
- Date: Monday, 24 July 1995 21:47:51
- Subject: Upgrade paths
- From: gareth.qually@tinder.iaccess.za (Gareth Qually)
-
-
- ----------------------------------------------------------------------------
-
- I have just ordered the Amiga to PC crossgrade. Has anyone else done
- this? What I want to know is did they give you the most recent version?
- I also want to know if the crossgrade puts you on the update program
- (and does that last untill V4?)?
-
- Sorry if it been talked about before. Could you reply to my address,
- since I am having a problem recieving the iml.
-
- Thanks, Chow...
-
- gareth.qually@tinder.iafrica.com
-
- p.s. Has any of you used or own the PC version of Imagemaster R/T (It is
- called WinImages R3)? What is it like? Is it as good as the Amiga
- version? What do they use for scripting if Arexx is not there?
-
-
- Date: Monday, 24 July 1995 22:15:38
- Subject: Re: Particle Bug in 3.3??!??
- From: Dave Rhodes <dave@darhodes.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- In-Reply-To: <950722145136_120606425@aol.com>
- Organization: Personal
- X-MailViewer: Mail 1.15
-
- Hiya Broctune,
-
- > This very weird, I assign particle spheres to an object like a plane and
- > the particles look like octohedrons or whatever you call them they do not
- > look anything like spheres, can anyone help?
-
- Could it be that you've assigned CSG spheres to the particles, but you're
- rendering in scanline, and not trace ?
-
-
-
- --
-
- ~===========================================================================~
- Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England -
- ---------------------------------------------------------------------------
-
-
- Date: Monday, 24 July 1995 22:27:42
- Subject: Re: Scanline and Trace
- From: Dave Rhodes <dave@darhodes.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- > > How about we define a base scene as a benchmark that everyone can render
- > > for comparison. This could go in the FAQ for future reference.
-
- I think this is a great idea. I also think it would be nice to have some
- kind of standard Imagine directory configuration, so that we could swap
- projects with each other, (or even just staging files) instead of trying
- to describe a complex process in words. It would possibly take up less
- space, in some cases. Lots of problems with different versions though.?
-
- > Such a test has already been done on Compuserve, and if anyone wants,
- > I can upload the results to Aminet or post them here.
- ^^^^^^
- Yes please.
-
- ...Boy are some of us missing out....
- It also seems that Impulse (Mike H. anyway) are very active on Compuserve,
- posting FLC's of new features, list of things to come etc. etc.
-
- I'm starting to get paranoid about this....
-
- Do you think they're talking about us now ? ....
-
-
- --
-
- ~===========================================================================~
- Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England -
- ---------------------------------------------------------------------------
-
-
- Date: Monday, 24 July 1995 22:57:15
- Subject: Re: Looping Textures
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- On Mon, 24 Jul 1995, Dave Rhodes wrote:
-
- > Hi Charles
- >
- > You replied on the IML to this guy about looping textures with a
- > time attribute, but I'm all confused by your reply to him !....
- >
- > I've read a good tutorial somewhere (duh.. I forget..) which boils down
- > to making the time value morph to no-of-frames-1/no-of-frames.
- >
- > i.e. for his 60 frames of sea anim, he would have frame 1 at time=0
- >
- > and frame 60 at time=0.9833333333 etc (!), and this would loop as near
- > as dammit perfectly.
- > Are we talking about the same things here, or am I on a
- > different planet ? !! (one with different sea , presumably ;+) )
- >
- > Sorry if I'm wasting your time...
-
- (After finishing this reply, I realized that it was long and
- informative, and shold be posted to the List instead. I hope you don't
- take umbrage at my including your _private_ comments; they should be
- innocuous enough)
-
- What you're describing applies to cyclical parameters, the most basic
- being alignment, where the position at 360 degrees is THE SAME as the
- one at 0 degrees. This means that morphing from 0 to 360 degrees would
- cause the animation to stutter, since the rotating object would appear
- the same at frames 1 and 60. This is why someone would not morph to 360
- degrees at frame 60, but 360 degrees at a virtual "frame 61", which
- happens to be frame 1 when the looping animation is played back. Since
- the morph would rotate the object 360 degrees over 60 frames (from 1 to
- 61), from 1 to 60 the object would rotate at the same rate, but over 59
- frames instead. Thus, the rotation at frame 60 would be 360 * (59/60).
-
- This is the basic reasoning behind morphing parameters where the last
- frame would look exactly the same as the first. With such textures as
- fractal noise, the appearance at time=1 is quite different from that at
- time=0; you can't loop these textures, since they're not based on some
- repeating feature, like the 360-degree period of a rotation or some
- sine-based function.
-
- In that case, the only thing to do is to create a cross-fade between two
- textures, ensuring that on the last frame (*), the appearance of the
- object would be the same as on the first frame. If texture A morphs from
- time = -1 to time = 0, and texture B morphs from 0 to 1, AND you
- cross-fade from "texture B fully visible" to "texture B fully
- invisible", you can see that on the first frame, all you see is a
- texture (B) using time = 0, and on the last frame you see... a texture (A)
- using time = 0. The ends match, and the sequence loops smoothly.
-
- (*) of course, to prevent stuttering, "the last frame" actually means
- "the frame after the REAL last frame". To do this, I have a habit of
- defining an extra frame in Action, for example "Max. frame" = 61 when
- doing a 60-frame animation; I render only frames 1 through 60, even
- though some Action editor bars stretch to frame 61. (In the rotation
- example above, this would avoid having to enter a clumsy 354 degrees)
-
-
- Date: Monday, 24 July 1995 23:17:24
- Subject: Re: Professional vs. ?Amateur
- From: Kent Marshall Worley <mumu@america.net>
-
-
- ----------------------------------------------------------------------------
-
-
- The Mighty Morphin Power Rangers looked raytraced to me!
-
-
- Date: Tuesday, 25 July 1995 00:15:52
- Subject: Re: 3.3 maps
- From: ALANULL@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I am in second heaven with the new specularity map, I just made a Enterprise
- 1701 using a color map, a specularity map and a brightness map. If you keep
- your lighting down in the image, you see individual panels showing with
- different levels of specularity, and the lights are wonderful with brightness
- map. I still have some problems getting some new maps to show, I think there
- are special settings you need for each map in the main attributes section.
- Question, has anybody used Imagine with Win95, and if so, can it just be
- another application running in a window? One of my biggest gripes is going
- back and forth to windows to modify a texture.
-
-
- Date: Tuesday, 25 July 1995 01:55:13
- Subject: Re: 3.3 maps
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: ALANULL@aol.com
- >
- > I am in second heaven with the new specularity map, I just made a
- > Enterprise 1701 using a color map, a specularity map and a brightness
- > map. If you keep your lighting down in the image, you see individual
- > panels showing with different levels of specularity,
-
- Yep, until 3.3, Lightwave offered hardness mapping but not Imagine, so I
- felt pangs of envy every time I watched Babylon 5.
-
- > Question, has anybody used Imagine with Win95, and if so, can it just be
- > another application running in a window? One of my biggest gripes is
- > going back and forth to windows to modify a texture.
-
- Yes, it can be done:
-
- ------------------------------------------------------------
- #: 13610 S9/Imagine Users Group
- 15-Jun-95 02:50:22
- Sb: #13595-#Imagine under Win 95
- Fm: Mike Reid 73727,1143
-
- Date: Tuesday, 25 July 1995 01:58:35
- Subject: Re: A note from Mr. Mike,
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Patrick Sauvageau <sauvp@citi.doc.ca>
- >
- > >point: Mike has posted another 4.0 teaser render on CompuServe, showing
- > >a metaballs-modelled abstract sculpture, along with soft shadows created
- >
- > Where is it possible to see thoses images ?
-
- I'm uploading it to Aminet, probably tomorrow if I can get through.
- It'll be named AlienArt.jpg, and should be under gfx/3d.
-
-
-
- Date: Tuesday, 25 July 1995 02:05:54
- Subject: Re: opalvision anyone
- From: greggh@slip4.odyssey.apana.org.au (Gregory Helleren)
-
-
- ----------------------------------------------------------------------------
-
- Hi Drew_Perttula (Drew_Perttula), in <9506248065.AA806598178@ccsmtp.altabates.co
- m> on Jul 24 you wrote:
- > anyone else using Opalvision out there? I hear about Imagine 3.3
- > supporting other screen modes with 256 colors on the Retina, I believe
- > it was. Did Impulse continue to support Opalvision?
-
- Yes, Impulse have continued the Firecracker/Opal options for quick rendering.
- Of course you need to be running Imagine 2.x/3.x in a PAL/NTSC compatible
- mode since Imagine (like many other apps) doesn't seem to be clever enough
- to open such a screen *before* engaing the opal card.
-
- You query gave the impression that you want to use Opal in a 256 colour
- Workbench emulation mode. This are currently no drivers available to
- achieve this, and even if they were, the Opal board is far too slow for
- this purpose.
-
- Love Peace and Snacks
- Gregg
-
-
- --
- +------------------------------------------///\/\/\_Amiga Technologies_/\/\+
- Gregory Helleren AMIGA is REBORN /// Lecturer Information Technology
- Developer - LaseRage /// SEMC TAFE Western Australia
- Ferndale W.A. Australia ___/\___/\\\/// greggh@odyssey.apana.org.au
- CBMNET:greggh@laserage.adsp.sub.org\XX/ greggh@laserage.DIALix.oz.au
- +--------------------------------------------------------------------------+
-
-
-
-
- Date: Tuesday, 25 July 1995 02:10:51
- Subject: An old challenge - How are diamonds done ?
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: JOSEPH F. HART <VISHART@ubvms.cc.buffalo.edu>
- >
- > Has anyone ever found a good way to make a reasonably transparent
- > diamond with the proper refractive effects at an index of 2.42 ?
- >
- > Solid diamonds lose most of their transparency for no apparent
- > reason, and appear largely black.
- >
- > There is no black anywhere in the environment.
-
- I assume your are ray-tracing, of course. If parts of highly-refractive
- objects appear black, it's often because Imagine's Resolve Depth has
- been exceeded for those pixels, in which case Imagine throws its hands
- up in the air and colors them black. Try doubling your RDSP Preferences
- parameter, then re-render the same image and eyeball the old and new
- images. If the new images shows less black areas, you're on the right
- track, and can keep bumping RDSP up until the problem has disappeared.
- The fact that you say no black exists in the environment, strongly
- suggests that RDSP is the culprit.
-
-
-
- Date: Tuesday, 25 July 1995 02:25:31
- Subject: BIG Bug in PC 3.3 ?
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Jim Shinosky <tracker@en.com>
- >
- > reason this causes problems is because Imagine looks for directories to be
- > under the main directory. For instance if you are working with 3.2 on the
- > PC your main directory will be "IM30" and projects will have
- > subdirectories under that. When I work with a project, say "Term1", I
- > also create an objects directory under that. When I load the object
- > into the action editor it references it like this:
- > "term1/objects/ship1.obj". It doesn't qualify it by the main imagine
- > directory; when working with 3.2 it assumes the main directory is
- > IM30, and IM33 if working with version 3.3. This is bad. I had to
- > go into quite a few actor bars and manually qualify them to look in
- > the IM30 directory. However, the Effects bars could not be changed.
- > I had to delete them and re-add them. This is also bad.
-
- Yes, Imagine by default uses relative references, starting in the
- current directory. The solution to your problem is so simple: if you
- want to use one of your old projects in 3.3, simply move the entire
- project subdirectory tree from \IM30 to \IM33. All your Action editor
- bars will work without a hitch. So, whassa problem?
-
- > But wait! There's more! That isn't even the reason I'm writing this
- > stupid post. Here's the REAL BUG:
- >
- > The spotlights seem to lose the linear texture so that they no longer fade
- > out at the ends and the mountain object turns bright and almost white.
- > It's as if Imagine used my image map as a color map and as a bright
- > map and something else to make it look more white. It's very strange and
- > very frustrating especially when it works in the detail editor. Just to
- > make sure I went back to version 3.2 to check on it in the project
- > editor and it's fine. Anyone else have any problems like this?
- > Anyone have any solutions?
-
- I wonder if your texture/brush axes somehow got scaled down to zero.
- Presumably, your mountain object has the default attributes, all-white,
- which would show if the "mountainy" brushmap has shrunk down to nothing.
- Similarly, a Linear texture scaled down to zero, depending on its
- position, might seem to disappear.
-
- > Also, I wanted to say a few things about all the hubbub going on about
- > people not being happy with Imagine: All of you professionals, so-called
- > professionals, and amateurs(which includes me) who sit there and gripe
- > about Imagine not being proessional enough for you, just look at the
- > price tag and come out of your dreamland already.
-
- I agree, and I think many of us do take price into account. And even
- though Imagine is the price leader, the 3-D field is very competitive,
- and today's star program can easily become yesterday's leftovers, if it
- doesn't keep up. The fact remains that shadows, especially soft shadows,
- are an important component of any computer-generated imagery. If your
- client ever notices the lack of shadows in your work, they'll demand
- them -- and if you can't deliver, strike one client from your list.
- There are precious few members in my local Amiga animators group who use
- Imagine.
-
-
-
- Date: Tuesday, 25 July 1995 02:34:10
- Subject: Dare I enter a mathematical discussion?
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Drew_Perttula@altabates.com
- >
- > From the description of these depth maps in an earlier message, I'm
- > not sure I understand how yo are making soft shadows. If you "blur"
- > the map with one of those averaging techniques where each value
- > becomes closer to its neighbors, it seems you would just be damaging
- > your depth map so shadows are assigned improperly.
-
- I agree, this is what I also intuit would happen. However, what if you
- supersampled a circular area of the shadow map, say 5 pixels in
- diameter, and counted the ratio of shadowed/unshadowed pixels? You could
- then modulate the received shadow accordingly. No, wait, that's no good
- either -- you'd get one of a few possible discrete values, resulting in
- banding and/or pixelization in the soft shadows.
-
- Drat. And I thought I was doing so well.
-
- (My metaballs explanation is wrong too, by the way)
-
-
-
- Date: Tuesday, 25 July 1995 02:36:49
- Subject: Edge Line
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: pantera@voyager.com
- >
- > Also another feature which would be nice for Imagine 4.0, is if you
- > could specify how detailed you want your fonts to be once you convert
- > them from postscript to 3d. So that if you're doing close ups of a
- > letter you won't get the unsmooth edge look.
-
- Pantera, that's in the Imagine manual. To get more/less points when
- converting from a Postscript outline to a full-fledged Imagine object,
- scale the axes before clicking on Add Points.
-
-
-
- Date: Tuesday, 25 July 1995 02:38:13
- Subject: Essence + 2.0
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Robert Whitaker <robert@cs-bbs.manawatu.gen.nz>
- >
- > Hi there, I was wondering in Essence 1 is compatable with Imagine 2.0.
-
- Heck, Essence is compatible with everything all the way back to Turbo
- Silver!
-
-
-
- Date: Tuesday, 25 July 1995 02:44:03
- Subject: Re: Impulse & IML (Long message!)
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: SGiff68285@aol.com
- >
- > I think the reason for this is that Imagine is so cheap that many
- > people can use it and it is available to users who may still be in
- > their teens and not very mature. I think a lot of the "whining" posts
- > reflect the immaturity of a small portion of Imagine users.
-
- I also have the same hunch. You know, when Mike acts as the Ogre From
- Hell, he's sometimes had to fight irrational teenagers all morning, I'm
- sure. (Katie Ka-Boom, anyone? B^) A lot of us would get testy when faced
- with Imagine's constituency.
-
-
-
- Date: Tuesday, 25 July 1995 02:47:26
- Subject: Re: Memory ...
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: yrod@ozemail.com.au
- >
- > something I did notice was that the size bar for the Global actor was
- > only on the first frame. Should the size bar for the Global actor be
- > changed to cover every frame?
-
- I don't think so. One of the guiding principles of Imagine is: if an
- Action bar (other than Actor) ends at a certain point, its last value
- remains for the rest of the animation.
-
- I've never seen this fail. Has anyone had a different experience?
-
-
- Date: Tuesday, 25 July 1995 02:51:32
- Subject: Re: Memory...
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Matt Kropp <cmkropp@cts.com>
- >
- > I read somewhere that Ray Tracing in Imagine is limited to a World size of
- > 1024x1024x1024.
-
- It depends on which version of Imagine you own. Early versions, until
- 2.0 I guess, had the default world size set to 1024. Then, starting at
- 2.9 I believe, the default was changed to zero, allowing Imagine to
- auto-size the world on every frame.
-
- This setting is found in the Action editor's Globals Size bar, by the way.
-
- > If you go into the stage editor and Multi-Select everything, then use the
- > Transform function to scale everything down by 50% or more, I'd bet good
- > money that the objects show up again.
-
- ....but your render times will increase. I believe Imagine splits the world
- into eights, repeatedly, until it reaches the octree depth specified in
- Preferences. This helps segregate points into separate areas. The
- smaller your scene, the more points will be concentrated in fewer
- octree regions, and the longer your renders. It's an old Imagine tip:
- scale up everything in your scene (objects, lights, camera, everything).
- The view will seem the same, but your renders will be faster.
-
-
-
- Date: Tuesday, 25 July 1995 02:55:26
- Subject: Metaballs Uncovered
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Mike Vandersommen <mike.vandersommen@caddy.uu.silcom.com>
- >
- > -> From: Charles Blaquiere <blaq@io.org>
- > ->
- > -> <erroneous description omitted>
- >
- > So are Metaballs more of an animation tool than a modelling tool?
- > ..or both?
-
- They're a modelling tool, but nothing in the Contract With America
- prevents companies from allowing metaballs as an animation tool.
-
- > Other than globs of free floating blood, what are some other examples of
- > what they are good for? (...sounds interesting..)
-
- Ummm, globs of free-floating saliva? (ewwww)
-
-
- Date: Tuesday, 25 July 1995 02:59:12
- Subject: Re: Metaballs (was: Imagine 4.0?)
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-24 03:46:15 EDT, you write:
-
- >But metaballs apparently have much greater potential than that!
- >I am looking at the back of the current issue of _3D Artist_, and
- >there is an ad for MetaREYES, a metaball modeling program for
- >_3D Studio_. It shows two pairs of "before and after" pictures--
- >one of a Tyrannosaurus rex and one of a female torso. The "before"
- >shows these two objects constructed by balls; the "after" shows the
- >result after the "skin" has been generated from the balls...WOW!
- >The woman's torso looks like it's straight out of _Grey's Anatomy_
- >and the T. rex looks like it's straight out of _Jurassic Park_!
- >If these demo pictures are for real, 3D splines eat your heart out!!!
-
- If you have used the shareware version of WinBlob which is essentially a
- Metaballs modeler. You will find that it is not easy at all to create shapes
- like the ones you saw on the back of 3D Artist. Placing the right size balls
- in the right place is no easy task. It's trial and error like everything
- else. If Impulse implements the metaballs modeler in such a way that you can
- see the balls shaded as you move them it should make it much easier than
- WinBlob however. Like anything else it is just a tool to aid in making
- modeling easier. Don't get me wrong. I am very excited about them, I'm just
- saying it's no panacea, and I still would like to have a spline modeler in a
- future version of Imagine. There are uses for splines that Metablobs are
- inadequate for. Just my .02, thanks.
-
- stephen g.
-
-
- Date: Tuesday, 25 July 1995 03:03:55
- Subject: Re: Quickie!
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Dave Rhodes <dave@darhodes.demon.co.uk>
- >
- > Also, om a similar theme, if you were to add a primitive cone, using the
- > defaults, (except making the no. of vertical sections about 5) and then
- > conform that to a sphere (with default settings) you get a very good
- > starting point for a shark/fish fin, even with a little curl on the top.
-
- Yet another quickie to add to my collection! I'm up to a dozen so far.
-
- > I've had a lot of fun with conforming the primitives, and although the
- > results are sometimes totally unpredictable, I usually end up learning
- > something that I can use somewhere else.
-
- Do you, or anyone else, care to share some of the more useful discoveries?
-
-
-
- Date: Tuesday, 25 July 1995 03:06:24
- Subject: Re: Scanline and Trace
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Robert Byrne <rbyrne@3dform.edex.edu.au>
- >
- > How about we define a base scene as a benchmark that everyone can render
- > for comparison. This could go in the FAQ for future reference.
-
- Someone finally did this on CompuServe, after years of online idle
- speculation. The results floored me. A Pentium machine rendered
-
- TWENTY-FIVE
-
- times as fast as my 25 MHz Amiga 3000! I was in shock for days.
-
- P.S. When he publishes the results, I'll post a copy on the List.
-
-
- Date: Tuesday, 25 July 1995 03:12:42
- Subject: Re: Mr. Mike H
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-24 05:27:17 EDT, cmkropp@cts.com (Matt Kropp)
- writes:
-
- >I always got the impression that Impulse was being run by a bunch of high
- >school students with no business or social skills. Have any of you ever had
- >the misfortune of trying to read the Imagine 2.0 manual? Whoever wrote that
- >must have ditched a lot of high school english classes.
-
- Let me see, I wonder how many people would go out and buy a 3D program
- written by a bunch of English teachers. Conversly, I don't see why anyone
- should expect a bunch of Programmers to be experts in writing either. The
- manual in 2.0 was difficult to digest I must admit. However, they did make a
- good effort on 3.0 but when you have a list of Imagine experts like on this
- one who needs a manual.
-
- s.g.
-
-
- Date: Tuesday, 25 July 1995 03:21:00
- Subject: Pentium chips, chips and salsa
- From: w.graham6@genie.geis.com
-
-
- ----------------------------------------------------------------------------
-
- After getting 3.3, and playing with it on the old Amiga, I can no longer bear
- the comparable slow rendering times, even with my pp&s 040. While shopping
- today, I've noticed that the 133mhz Pentiums are for sale and on the shelves.
- I know from direct rendering comparisons that an average raytrace on a 90mhz
- Pentium is approx. 4.8 times as fast as my machine, reason enough to change
- platforms. I would like any advice from anyone with direct experience with
- the newer, faster Pentiums, and from anyone with hardware/software solutions
- for networking PCs and Amigas. Please do not consider this the opening round
- for a platform "war" (stupid term, really). I'm going to keep my amiga(s), but
- there is no denying the rendering speed increase. Please reply to me directly
- at w.graham6@genie.geis.com
- Any help is appreciated.............Bill Graham
-
-
- Date: Tuesday, 25 July 1995 03:21:43
- Subject: Re: Mike H.
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-24 11:29:56 EDT, viking@freenet.edmonton.ab.ca
- (Vance Schowalter) writes:
-
- >I'm currently receiving private e-mail from Mike Halvorson, who is
- >basically questioning my emotional stability for dariing to say that I
- >didn't receive good tech support. As he wrote on, his style reminded me
- >very much of the person I had spoken to. Some are simply saying that it's
- >been Mike all along, with his famous barbwire personality.
-
- While I don't disagree that you and others may have had problems relating to
- Impulse in the past, I can't really give an objective opinion since I have
- not heard any of the conversations. However, I will say that several people
- have posted messages saying things similar to what you are saying. I have
- also heard a lot of people saying that they recieved E-mail shortly
- thereafter from Mike H. If Mike H. doesn't really care about Impulse's image
- and public relations, then why does he spend so much time listening and
- replying to you and other people's complaints. It would seem that an
- uncaring unprofessional person would not even give you the time of day much
- less take the time to read this list to see what Imagine users are saying.
- Does the President of Newtek or any other 3D progam take the time to E-Mail
- it's user base. I seriously doubt it.
-
- s.g.
-
-
- Date: Tuesday, 25 July 1995 03:45:55
- Subject: Re: BIG Bug in PC 3.3 ?
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-24 17:04:49 EDT, tracker@en.com (Jim Shinosky)
- writes:
-
- >Yes, but had I done that it would have written over alot of my 3.2 stuff and
- >I probably wouldn't have been able to compare the 2 for the major problem
- >I had with the textures.
- >
- >
- >
-
- Well I did it and it only over wrote the old Imagine files not any of my
- objects or any projects.
-
- s.g.
-
-
- Date: Tuesday, 25 July 1995 05:09:05
- Subject: Re: dare I enter a mathematic...
- From: Lumbient@aol.com
-
-
- ----------------------------------------------------------------------------
-
- ==O snip O==
- and then LOOK AROUND THE DEPTH MAP FOR THE 'EDGE' OF A SHADOW to
- decide whether you are in a region for soft shadows. I don't know how
- that could work anyway.
-
- Did I misunderstand the idea of depth maps? Please share.
- ==O snip O==
-
- Well let me explain(I hear you saying "man more math stuff..."):
- BLUR is not the correct term, he should have really said "Jitter".
- ------------------------------------------------------------------------------
- --------------
- OK, you say what is jitter....
- <<<<<<<<<<<<<<<<()>>>>>>>>>>>>>>>
- Well if I had this depth map: (10x5 array)
- 0 0 0 0 1 1 0 0 0 0
- 0 0 0 1 1 1 1 0 0 0
- 0 0 1 1 1 1 1 1 0 0
- 0 0 0 1 1 1 1 0 0 0
- 0 0 0 0 1 1 0 0 0 0
- If a point is at position 1,1 under the light then its not shadowed, but if
- its at 5,2 (math...arrrrgggg :) and not at distance 1 then its also shadowed.
- (now go get some coffee and relax :) OK your back! To jitter you simply
- screw up the position of the point and also make it encompass more points.
- Watch, if the jitter is 2 then the max offset is 2 and the point encompasses
- twice the number of pixel in the map.(actuall it encompasses 4 pixels) So if
- the point is at 4,1 it really encompasses 4,1 - 4,2 - 5,1 - 5,2 average those
- pixels together....you would get: 0.75 so there its partially shadowed! The
- offset would just change its position from 4,1 to 5,2 or something :)
-
- If your still awake and sane...
-
-
-
-
-
-
-
-
-
-
-
-
-
- ---Lum
-
-
- Date: Tuesday, 25 July 1995 07:43:51
- Subject: *BUG* DOF in PC version
- From: William Eric Donoho <donoho@iglou.com>
-
-
- ----------------------------------------------------------------------------
-
-
- I get the dreaded "call impulse" and a flashing cursor at the C:\im33>
- prompt when trying to render a pic with depth of field.
-
- Anyone else using the pc version having serious problems with depth of field?
-
- Eric Donoho | "Let's go to burger king and get
- Louisville, KY USA | a chicken sandwich!"
- donoho@iglou.com
-
-
-
-
- Date: Tuesday, 25 July 1995 09:44:19
- Subject: Re[2]: dare I enter a mathematic...
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
- >Well if I had this depth map: (10x5 array)
- >0 0 0 0 1 1 0 0 0 0
- >0 0 0 1 1 1 1 0 0 0
- >0 0 1 1 1 1 1 1 0 0
- >0 0 0 1 1 1 1 0 0 0
- >0 0 0 0 1 1 0 0 0 0
- >If a point is at position 1,1 under the light then its not shadowed,
- >but if its at 5,2 (math...arrrrgggg :) and not at distance 1 then its
- >also shadowed. (now go get some coffee and relax :) OK your back! To
- >jitter you simply screw up the position of the point and also make it
- >encompass more points.
- >
- >Watch, if the jitter is 2 then the max offset is 2 and the point
- >encompasses twice the number of pixel in the map.(actuall it
- >encompasses 4 pixels) So if the point is at 4,1 it really
- >encompasses 4,1 - 4,2 - 5,1 - 5,2 average those pixels
- >together....you would get: 0.75 so there its partially shadowed! The
- >offset would just change its position from 4,1 to 5,2 or something :)
- ----------------------------------------------------------------------
-
-
- How is that drawing a _depth_ map??
-
- a depth map is like:
- 22 24 25
- 20 25 27
- 18 15 21
-
- and whether you blur or jitter, you still have no way (that I can see)
- to decide how dark the shadow should be. In fact, a blur of these
- numbers would make shadows arbitrarily too big or too small.
-
-
- v||||||||||||v parallel light beams
-
- ooooooo first object
-
- oooo?xxxxxxx?ooooooo second object with shadow of first
- ^ ^
- when doing these points, the depth map says "these are the nearest
- points to the light, so they are bright". If we did _more_ distance
- calculations for nearby points on the same _object_, we would see that
- they were dark and we would have the basis to FAKE a soft shadow (we
- used no information about the size of the light, etc.) I don't see how
- this method would give results like when-an-object-gets-close-to-its-
- shadow-the-shadow-gets-crisper
-
-
- Date: Tuesday, 25 July 1995 09:48:24
- Subject: Re: Mr. Mike H
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >In a message dated 95-07-24 05:27:17 EDT, cmkropp@cts.com (Matt Kropp)
- >writes:
- >
- >>I always got the impression that Impulse was being run by a bunch of high
- >>school students with no business or social skills. Have any of you ever had
- >>the misfortune of trying to read the Imagine 2.0 manual? Whoever wrote that
- >>must have ditched a lot of high school english classes.
- >
- >Let me see, I wonder how many people would go out and buy a 3D program
- >written by a bunch of English teachers. Conversly, I don't see why anyone
- >should expect a bunch of Programmers to be experts in writing either. The
- >manual in 2.0 was difficult to digest I must admit. However, they did make a
- >good effort on 3.0 but when you have a list of Imagine experts like on this
- >one who needs a manual.
- >
- >s.g.
- >
- However, most companies will (should?) hire a professional technical writer
- to polish
- /write their manuals. This isn't (relatively) expensive, and as we can all
- attest,
- makes a package much more useable!
-
-
-
- Date: Tuesday, 25 July 1995 09:50:42
- Subject: Re: Virtual Memory
- From: Vance Schowalter <viking@freenet.edmonton.ab.ca>
-
-
- ----------------------------------------------------------------------------
-
- On Mon, 24 Jul 1995, Damon LaCaille wrote:
-
- >
- >
- > On Mon, 24 Jul 1995, Vance Schowalter wrote:
- >
- > > The reason I'm asking is, I do have virtual memory (VMM) and I use
- > > brushmaps for a good deal of detailing. I just wanted to see if it would
- > > be worthwhile for me to upload any models I may make in the future which
- > > requires alot of memory to render.
- > >
- >
- > I might as well reply to this message than create a new message. Does
- > anybody know if Gigamem works very well w/ Imagine? I wanted to render a
- > few objects, but most of them require at least 12-14 megs, and I
- > unfortunately only have 10. And by the way, how much is Gigamem? And
- > yet one more question put to you, how much is the PC version of Imagine?
- >
- > Thanks a bunch!
- > Damon
- >
- >
-
- Gigamem was a pain in the posterior. I never could get it to work with
- Imagine, so I leapt for VMM when I saw it. VMM is easy to set-up and use
- with Imagine. I too, have 10mb of ram, and I've had no problem rendering
- 30mb scenes (for example). The only other things you need to run VMM is
- an MMU and MUI (Magic User Interface).
-
- Sorry, I don't know what the latest price is for Imagine.
-
- *******************************************
- * Vance Schowalter >>Image Master<< *
- * *
- * Internet: viking@freenet.edmonton.ab.ca *
- * *
- * "Affable little snow creature." *
- *******************************************
-
-
-
- Date: Tuesday, 25 July 1995 10:10:02
- Subject: Re: *BUG* DOF in PC version
- From: "DEBEAUMONT, GEORGE" <debeaugw@songs.sce.com>
-
-
- ----------------------------------------------------------------------------
-
- >>William Eric Donoho <donoho@iglou.com> writes:
- >>I get the dreaded "call impulse" and a flashing cursor at the C:\im33>
- >>prompt when trying to render a pic with depth of field.
- >>Anyone else using the pc version having serious problems with depth of field?
-
- The DOF feature appears to work properly on my PC (Version 3.3). I know from
- previous experimentation that Imagine can be made to crash by improperly
- configuring the DOF/3DS requestor. If you can provide more details maybe we can
-
- get at the problem.
-
- George deBeaumont
- debeaugw@songs.sce.com
-
-
-
-
-
- Date: Tuesday, 25 July 1995 10:16:31
- Subject: Re: Memory ...
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >> From: yrod@ozemail.com.au
- >>
- >> something I did notice was that the size bar for the Global actor was
- >> only on the first frame. Should the size bar for the Global actor be
- >> changed to cover every frame?
- >
- >I don't think so. One of the guiding principles of Imagine is: if an
- >Action bar (other than Actor) ends at a certain point, its last value
- >remains for the rest of the animation.
- >
- >I've never seen this fail. Has anyone had a different experience?
- >
- From memory, I think I've had weird things when coming off a path
- alignment/track.
- Maybe.
-
- (Sheesh)
-
- Bill Boyce
-
-
-
- Date: Tuesday, 25 July 1995 10:48:14
- Subject: Disturbed & Grid
- From: a00448@dtic.ua.ES (ERNESTO POVEDA CORTES)
-
-
- ----------------------------------------------------------------------------
-
- >
- > > From: ERNESTO POVEDA CORTES <a00448@dtic.ua.es>
- > >
- > > 2. I have found some textures that are undocumented (i guess somebody
- > > say this before...)
- > > * Disturbed.itx
- > > * Grid.itx
- >
- > Grid and Disturbed are actually some of the original Imagine textures,
- > dating back 5 years or so.
- >
-
- Yes, but these textures are undocumented in the textures.txt :)
-
- --
- 'There can be only one' -Highlanders
-
- email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :)
-
-
- Date: Tuesday, 25 July 1995 11:24:51
- Subject: Re: Virtual Memory
- From: Udo K Schuermann <walrus@wam.umd.edu>
-
-
- ----------------------------------------------------------------------------
-
- Damon LaCaille <nomad@aloha.net> wrote:
- > On Mon, 24 Jul 1995, Vance Schowalter wrote:
- >> The reason I'm asking is, I do have virtual memory (VMM) and I use
- >> brushmaps for a good deal of detailing. I just wanted to see if it would
- >> be worthwhile for me to upload any models I may make in the future which
- >> requires alot of memory to render.
-
- Vance,
-
- I'd say yes, go for it. Put a note in the Aminet "short" descriptor such
- as "Needs 24MB RAM"; At the very least put it in the .readme so people can
- avoid downloading something they'd never be able to render anyway.
-
- > I might as well reply to this message than create a new message. Does
- > anybody know if Gigamem works very well w/ Imagine? I wanted to render a
- > few objects, but most of them require at least 12-14 megs, and I
- > unfortunately only have 10. And by the way, how much is Gigamem? And
- > yet one more question put to you, how much is the PC version of Imagine?
-
- Damon,
-
- GigaMem works with Imagine. I've set its preferences to always give
- Imagine virtual memory first, but only on 10K allocations or larger. If
- your VM buffer is sufficiently large and your swap partition quick, you
- should not suffer too much of a performance hit. Ideally you give a swap
- partition RAM buffer space anywhere from 20% to 50% of of the partition
- size to keep swapping to a minimum. Little swapping, little performance
- hit. You might want to set up a 20MB swap partition, give it between 2MB
- and 6MB RAM as buffer space to see how that works.
- I bought GigaMem v2 for $129.- in the store about two years ago.
- Paid for the 3.12 upgrade ($19 or something) a little while ago. Been very
- happy with it.
-
- |._.|_ Udo Schuermann "The future's not what it used to be!"
- |(:)| ) walrus@wam.umd.edu -- Narn Ambassador G'Kar
- |_:_|/ http://www.wam.umd.edu/~walrus/ Babylon 5, "The Long Dark"
-
-
- Date: Tuesday, 25 July 1995 11:32:29
- Subject: Re: DCTV to VCR problem
- From: "Robert King (ART)" <king@satie.arts.usf.edu>
-
-
- ----------------------------------------------------------------------------
-
- was there a dctv image (mottled grey 8color or 16 color image) displayed on
- your computer monitor (RGB) when you got no video from the the video out
- of the DCTV? If the computer is showing the 3 or 4 bitplane gray scale
- image that DCTV converts to video and no video is present at the
- video-out port, then try the pixel-adjust knob on the DCTV unit.
-
- Also when I used to load dctv animations into Deluxe Paint they wouldn't
- show until I either started the animation or removed the title bar with F10.
-
- Robert King
-
-
-
- Date: Tuesday, 25 July 1995 11:38:51
- Subject: Re: Virtual Memory
- From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege)
-
-
- ----------------------------------------------------------------------------
-
-
- >I might as well reply to this message than create a new message. Does
- >anybody know if Gigamem works very well w/ Imagine? I wanted to render a
- >few objects, but most of them require at least 12-14 megs, and I
- >unfortunately only have 10. And by the way, how much is Gigamem? And
- >yet one more question put to you, how much is the PC version of Imagine?
-
- Try VMMV31.lha from Aminet. Don't know the exact path and can't look it up
- while composing this message (I'm on a PC :( ).
-
- Things to watch out for are:
- The minimum size of the memory allocation with the PUBLIC flag set that goes
- into virtual. Normally this type shouldn't go into virtual but some programs
- set the flag on any allocation they do. I'm not sure Imagine does but you
- better be warned.
-
- Why VMM and not GigaMem
- - you can try VMM 30 days for free. After that you are asked to register
- - VMM is cheaper than GigaMem
- - VMM is actively developed. GigaMem is *not*
- - VMM does have a pseudo-partition option, meaning it is a file but
- accessed and device level. Fast as a partition but deletable at anytime.
- - both code and data can be placed in virtual. Some programs will allow that.
-
- Try it out, it does work very well for me. A3000-030 @25Mhz with 16Mb of Fast
- right now but used it alot with 12Mb.
-
- Joop
-
-
-
- Date: Tuesday, 25 July 1995 11:59:23
- Subject: Re:Mike H
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
-
- Auch! I'll say Mike must be getting pissed by all this shit throwing, that is if
-
- he read this mailing list. Even if I dont think that anyone of you is being
- unfriendly, I do think that some of the crap recieved by you is sometimes
- deserved. I've talked to Mike a lot of times,sometimes he is busy, and sometimes
-
- he had the time to discuss other things than Imagine as well. But ofcourse when
-
- someone call and ask for basic things they could read in the manual or complain
-
- about things everyone knows about or have mentioned a trilion times, maybe you
- to would be a little harsh voiced?
-
- Tom Granberg (Renderbrandt)
-
-
- Date: Tuesday, 25 July 1995 12:53:59
- Subject: Re: Global fog disappears in 3.3
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- Tom Gaiser writes:
-
- >after upgrading to PC Version 3.3 fog from "Globals" seems to disappear
- randomly, in quickrender (stage) and in the project editor. E.g. I made
- a small animation (20 frames) and I got 19 pics with and 1 frame
- without fog. Did this happen to anybody else? And: Is there a workaround?
- Greetings,
-
-
- I noticed a problem with Global Fog in 3.2, but assumed it was a temorary
- problem, similar to a few broken textures. However, 3.3 also seems to
- use Global Fog in a different way than earlier versions. I cannot say
- for sure that earlier versions required the horizon and zenith colors
- to be defined in order for Global Fog to work. Version 3.3 definately
- does need the color definitions in order to render Global Fog. For
- a night scene I found it necessary to set the horizon etc to 1,1,1.
- Then the fog worked.
-
- Anyone else running into this under different circumstances?
-
- Greg Denby
-
-
- Date: Tuesday, 25 July 1995 13:10:12
- Subject: Faq7 on aminet
- From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES)
-
-
- ----------------------------------------------------------------------------
-
- To anyone who is interested:
-
- I have uploaded to aminet a patch to the faq7guide & html.
- There was a wrong node.
-
- Sorry.
- --
- 'There can be only one' -Highlanders
-
- email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :)
-
-
- Date: Tuesday, 25 July 1995 14:16:40
- Subject: Re: Impulse & IML (Long message!)
- From: Old_Man <sea_dog@yrkpa.kias.com>
-
-
- ----------------------------------------------------------------------------
-
- After a recent conversation with Mike? I would agree. I use imagine for
- traditional art such as vases within vases abstracts etc. Mike seemed
- pleased that imagine was being used for something in addition to rocket
- ships.
-
- Bill
-
- On Tue, 25 Jul 1995, Charles Blaquiere wrote:
-
- > > From: SGiff68285@aol.com
- > >
- > > I think the reason for this is that Imagine is so cheap that many
- > > people can use it and it is available to users who may still be in
- > > their teens and not very mature. I think a lot of the "whining" posts
- > > reflect the immaturity of a small portion of Imagine users.
- >
- > I also have the same hunch. You know, when Mike acts as the Ogre From
- > Hell, he's sometimes had to fight irrational teenagers all morning, I'm
- > sure. (Katie Ka-Boom, anyone? B^) A lot of us would get testy when faced
- > with Imagine's constituency.
- >
- >
-
-
- Date: Tuesday, 25 July 1995 14:20:14
- Subject: Re: Edge Line
- From: Garry61@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-24 17:36:54 EDT, you write:
-
-
- >Scale the axis of your spline object. The larger you make it, the more
- detail.
-
- >
- >PANTERA
-
- If the axis is enlarged the detail becomes less.
-
-
- Date: Tuesday, 25 July 1995 14:24:28
- Subject: The weight of a email?
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Howdy!
-
- I found a way to measure the weight of an email!
- Take out your ram chips, weight them, and you get a value we will call X.
- Then take the chip's ram size in bytes =Y and divide it with the X and mutilply
-
- that result with the byte amount of your mail, and bingo your email weight!
-
- Later!
-
- Tom Granberg (Renderbrandt)
-
-
-
- Date: Tuesday, 25 July 1995 14:50:00
- Subject: Imagine in HiRes modes
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- ->-> So how do I tell Imagine to run on a 1024x768 screen?Well, assuming
- UniVesa is installed and works correctly with yourvideo card, you simply go to
- Preferences, edit the line that says:=2E.. imagine screen width: 0=3D640 1=
- 3D800 2=3D1024 3=3D1200change the "value" to 2.First though, to make sure you
- can use that mode, from the projectscreen, click SuperVGA and select "Show avail
- able Display modes".It should eventually show you Mode 105: 1024x768x256. If not
- ,you cannot run Imagine at that mode. /------------------------------
- ___ ___ ___ ___ | Mike van der Sommen / __ /__/ /__
- / /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \
- | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) |
- "Irony can make revenge a welcome alternative" \___________________________
- __________________________________--- =FE InterNet - GraFX Haus BBS - Santa Barb
- ara, Ca - (805) 683-1388
-
- Date: Tuesday, 25 July 1995 15:06:28
- Subject: Re: Metaballs
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
-
-
- PC Graphics Unleashed must have been written when metaballs were
- "discovered" because it practically features them! The book-and-CD set
- are full of DOS (and Windows?) blob editors and renderers like
- Polyray. The other book-and-CD I have also uses polyray and has a
- bunch of demo animations with names like butter.fli. I forget the name
- of this book, but the anims are kind of cool.
-
- Will metaballs be the thing of the future that changes the whole
- world? No. IMHO, we will get them, we will play with them, and then
- they will become one of the regular tools that you use in special
- cases where you need the look (believe me, there is a "look"). They
- are easy enough to code (just barely different from CSG spheres) that
- they will soon be everywhere.
-
-
- Date: Tuesday, 25 July 1995 15:07:00
- Subject: Crowbar Mike
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- Ok, look. Imagine users in the 3D world are like Harley riders tothe motorcycle
- world. You gotta be rugged! If you're gonna wear aleather jacket and ride a Harl
- ey, you're gonna have to put up withthe "GANG" (at Impulse) leader, Crowbar Mike
- . Ok?=2E..otherwise, trim your beard down to a fashionable goatee andbuy a Mac.
- Then sell your Harley and buy a Beamer. :)ps. The "prez" of New Tek does not hau
- nt the net....true. HoweverStuart Ferguson does (one of the Lightwave coders) an
- d I've seenhim get testy on occasion too. Let's move on to more cool and usefult
- ips and tricks to Imagine. /------------------------------ ___ ___
- ___ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ /
- | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.va
- ndersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Irony c
- an make revenge a welcome alternative" \______________________________________
- _______________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
- Date: Tuesday, 25 July 1995 15:07:08
- Subject: Imagine 4.0 Questions
- From: Appalchin@aol.com
-
-
- ----------------------------------------------------------------------------
-
- What all is supposed to be in Imagine 4.0. Will spline patches be included?
- Will they have some improved light effects (ie. lens flares, halo effects,
- glows)? And also is it true the Imagine 4.0 will be available to only 3.0
- users? Will it have a plug-in capability and language? What about
- Winimagine?
-
-
- Date: Tuesday, 25 July 1995 16:11:29
- Subject: Fog objects vs. DOF!
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Howdy!
-
- I have run into a unusual problem.
- I working on a project where Im building a virtual studio for a show, where I
- have lights running along the edge of the roof. So I put an extruded fog object
-
- as wide as the light, with the fogtop texture on it, to simulate light haze.
- It looked great when rendered, but hey I wanted depth of field to. To get that
- extra realism into the picture.
- Then the problem jumped in with full power, it only blurred what was behind the
-
- fog object and nothing else, and it didnt matter how far or how close the fog
- object was to the camera. To check if I was wrong I deleted the fog object, and
-
- hey presto, nice dof. So there must be something wrong here, or at least
- something I've overlooked.
- Ps. Need assitance imidiatly, due to deadline the 30 july- That is in few days,
-
- so please hurry if you know what to do!
-
- Thanks in advance!
-
- Tom Granberg (Renderbrandt)
-
-
-
- Date: Tuesday, 25 July 1995 16:32:51
- Subject: Re: Scanline and Trace
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- Here are the results of the rendering times comparison that I
- promised:
-
- RESULTS OF THE RENDERME SURVEY ON COMPUSERVE 6/25/95 - 7/2/95
-
-
-
-
- SCANLINE TRACE IMAGINE VERSION
- mm:ss mm:ss
-
- COMPUTER TYPE
-
- AMIGA
-
- AMIGA 2500 03:10 08:14 V3.2
- (68040/33)
-
- AMIGA 2500 02:46 07:46 V3.2
- (*1)
-
- AMIGA 2500 02:49 07:50 V3.2
- (*2)
-
- AMIGA 3000 14:57 47:30 V3.2
- (*3)
-
- AMIGA 4000 05:35 15:47 V3.2
- (*4)
-
- AMIGA 4000 02:07 05:45 V3.2
- (68040/40)
-
-
- PC
-
- 486/DX2/33 02:40 08:38 V3.0
-
-
-
- 486/DX2/66 02.01 08.04 V3.0
- 01:40 04:59 V3.2
- 01:36 05:04
-
-
- PENTIUM 60 00:49 02:24 V3.2
-
-
- PENTIUM 75 00:33# 01:57# V3.2
-
-
- PENTIUM 90 00:35 01:42 V3.2
- 00:36 01:44
- 00:35 01:52
- NONE 01:53
- 00:28# 01:37#
-
-
- PENTIUM 100 00:25# 01:28# -
-
-
- PENTIUM 120 00:23# 01:20# -
-
-
-
-
-
- NOTES:
-
- *1 Arcnet to Amiga 4000
- *2 Rendered to PAR board
- *3 68030/25 with '882 coprocessor
- *4 68040/25
- # Does not include palette generation times.
-
-
- SUMMARY:
-
- The fastest Amiga which participated in the test was an
- accelerated Amiga 4000 with a 40 megahertz processor with
- 23 megs of ram. Compared to a PC, the fastest Amiga rendered
- almost as fast as a 486/DX2/66.
-
- The fastest PC was the Pentium 120. While the P120 was only
- 20 to 25 seconds faster than a P60 (in trace), larger projects
- would have rendered much faster compared to the P60.
-
- The fastest PC was 4 times faster than the fastest Amiga
- and about 1.7 times faster than P60. With larger projects this figure
- would be greater. In calculating the rendering comparison for
- the fastest PC, palette generating times were estimated to be 6 secs.
-
- All timings included palette generating times (unless noted #).
-
- The amount of RAM on each system varied from 10 megs to 32 megs.
-
- Startup-sequences/Config.sys that allocate large amount of
- buffers/cache, or load in too many background tasks could have
- had an effect on the rendering times.
-
-
- I want to thank everyone who participated in the this survey. The
- intent of doing the survey was to get an overview of how fast Imagine
- can render the same project on different computer platforms. If you
- are thinking of upgrading and have a tight budget, you may want to
- look at the cost per rendering second (CPRS) ratio. Simply
- stated, the higher the number (cost / rendering seconds) the more
- cost effective the machine in terms of rendering. Keep in mind
- the ever falling prices of hardware and how complex your animation/still
- images be may compared to the RenderMe project.
- Amiga owners may benefit from this survey as well if Escom doesn't
- decide to upgrade the Amiga.
-
- Thanks
-
- -Don
-
-
- P.S. Graphic comparison will follow in about a week due to an
- unexpected delay.
-
-
-
-
-
-
- Date: Tuesday, 25 July 1995 17:31:35
- Subject: Metaballs
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Howdy!
-
- Metaballs is so cool that I think I want them now! Thingies you can do with them
-
- are:
-
- 1. Modell organic objects with a lot of curved details without having to deal
- with intersected vectors.
-
- 2. Make fluids like a snap, and if impulse will make them as a choise in the
- particle requestor you could do some neat tricks. Fountains, waterfalls,lava
- etc.
-
- Well I think that's about covers my knowledge of metaballs, anyone else?
-
- Tom Granberg (Renderbrandt)
-
-
-
- Date: Tuesday, 25 July 1995 17:34:39
- Subject: Pentium speed
- From: datctva@primenet.com (DThompson)
-
-
- ----------------------------------------------------------------------------
-
- I dreaded having to buy a non amiga (IBM clone) Untill I actually got my
- Pentium. Amigas didn't have the speed any more and I needed it to satisfy my
- clients. Granted, Dos and Windows suck in comparison to the Amiga OS, It's
- great on the Amiga to be able to pull down the screen and run another
- application, where as with Dos your stuck where you are, and with windows
- you have problems loading, saving, printing if there is any overlap in the
- process. It's the speed that's seductive. My Pentium 90 runs some aspects of
- rendering in Imagine up to 13 times faster than my 25 mhz 4000. With the new
- Imagine 3.3, The texture window in the attributes box renders the sample out
- in less than 2 seconds even with several complicated textures involved. The
- wireframes are fast and can actually be used as a tool in aiding the states,
- animating, modelling process. The time just these things saves me is
- incredible. Not only do you get to the rendering process faster, you get
- there knowing there will be no mistakes. My Amiga still does all the rest of
- the work with adpro, fred, and my Par, but for less than $2,400 I got a 90
- mhz machine with a Gig of hardrive space and 32 megs of ram. It's even
- cheaper now, so if you've got the money, invest it and enjoy what your
- software package can really do on a fast machine. If only Imagine would run
- on an Alpha.
-
-
-
- Date: Tuesday, 25 July 1995 17:45:18
- Subject: Realistic Glass!!!! (long)
- From: Lumbient@aol.com
-
-
- ----------------------------------------------------------------------------
-
- OK, I know all of you probably remember the "cups.jpg" problem. Well I'm not
- gonna send the glass I made(unless you want :) <<ducking>> But what I've
- done is to create glass!
-
- A) REVELATIONS
- ---------------------------
- Yesterday I was sitting there with a plastic glass(is that possible?) and I
- picked it up, stared in amazement. I said to myself, " thats why imagine
- can't create glass". What I had seen was specular spots from every light in
- the room cast on the material not in spots but rather linear, up and down
- along the surface. Well I know imagine can't do this, so I set out to try to
- fake it.(geez thats all why nowadays is fake everything) Well I also noticed
- that the specularity along edges (like the rim of the glass or the bottom
- edge) is very hard and intense. The final thing I noted is the way it
- reflects more light at the extreme angles formed by the viewer and the cup at
- the sides(yeah I don't understand what I said either :) what I mean is look
- at the sides of a glass, see the sides are more reflective then the front.
-
- B) APPLICATION
- -------------------------
- Here comes the fun part. I made a map that was 1x200 pixels that had black
- and white spots along it.(more white then black)This is the hardess map for
- the cup and the reflect map. Then I made another map that had the same
- dimensions but this time has black, white, blue, and tan spots. This was the
- specular map. Finally I made a 200x1 pixel map(yes thats it, its not
- backwards) this time I had 1 pixel of black at the top and a few of black at
- the bottom the I blurred them. This is the second hardeness map.
- Apply the last map first with full intensity. Then apply the specular map
- with a mix value of .75. And then the second other hardness map with a mix
- val. of .40. Finally add the Reflect map with a mix value of .80. Also I
- applied a tif named "clouds.tif"(some of you may have this) as a environment
- map mix value of about 1. NOTE I applied another environment map: the same
- map used for specular with a mix value of .50.
- >>>ALL OF THE MAPS WITH THE EXCEPTION OF THE ENVIRO MAPS ARE CYLINDRICLY(?)
- MAPED
-
- The object attributes are:
- COLOR: 255,255,255 ROUGNESS: 0
- REFLECT: 40,40,50 HARDNESS: 24
- FILTER: 250,250,255 SHINYNESS: 0
- SPECULAR:150,150,140 BRIGHTNESS: 0
- Index of refraction: 1.01(its plastic!)
-
- C) LOCATION
- --------------------
- I decided not to place it on a checker board floor :). Instead I made a
- groung plane and placed the texture bathtile on it. The plane is also shiny.
- Above the scene are two spotlights casting shadows. The camera is placed
- just above the rim about a foot away.
-
- Well there it is!!! NOTE: The values for the maps may have to be altered and
- for some like the hardness map the color may be have to be inverted.
-
- ---Lum
-
-
- Date: Tuesday, 25 July 1995 18:20:24
- Subject: Re: Mike H.
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
- On Jul 24, 10:21pm, imagine-relay@email.sp.paramax.com wrote:
- >
-
- > If Mike H. doesn't really care about Impulse's image
- > and public relations, then why does he spend so much time listening and
- > replying to you and other people's complaints. It would seem that an
- > uncaring unprofessional person would not even give you the time of day much
- > less take the time to read this list to see what Imagine users are saying.
- > Does the President of Newtek or any other 3D progam take the time to E-Mail
- > it's user base. I seriously doubt it.
- >
-
- Exactly. Okay, so they don't have a great track record, but let's give them a
- break. It seems like Impulse is making more effort about all of the things that
-
- we have complained about. It takes time for change. I have been with Imagine
- since 1.1 first came out and I see a definate improvement. Impulse is a SMALL
- company, and pressures run high at small companies, but they are trying.
-
- So no more griping PLEASE!! It is using far too much bandwidth.
-
- Let's start with a clean slate. It sounds like 3.3 (and soon 4.0) are the
- fruition of a lot of pain and work. Impulse needs our support as they seem to
- be making an effort for us.
-
- There is nothing wrong with spirited debate for desired features, so let's
- remember that we are all on the same side.
-
- Craig
-
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Tuesday, 25 July 1995 18:28:58
- Subject: Re: A few Questions
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
- On Jul 24, 9:24pm, imagine-relay@email.sp.paramax.com wrote:
- >
-
- > With supposedly 50 million users world
- > wide (as the recent ad says in graphics mags)
-
- 50 million?!? That can't be true! What magazine was this ad in? Maybe it was
- a joke. Like the "50 million Elvis Fans Can't Be Wrong"...
-
- craig
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Tuesday, 25 July 1995 18:34:44
- Subject: Re: Metaballs Uncovered
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
- On Jul 25, 1:55am, imagine-relay@email.sp.paramax.com wrote:
- >
-
- > >
- > > So are Metaballs more of an animation tool than a modelling tool?
- > > ..or both?
- >
- > They're a modelling tool, but nothing in the Contract With America
- > prevents companies from allowing metaballs as an animation tool.
- >
-
- They are actually both. I have seen a beautiful particle water fountain using
- metaballs. The water particle metaballs act blobby and distort as they interact
-
- with each other just like real water does. This is much better than having hard
-
- spherical water droplets moving through the air and looks great when viewed up
- close.
-
-
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Tuesday, 25 July 1995 18:48:20
- Subject: Re: Re[2]: BIG Bug in PC 3.3 ?
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
- On Jul 24, 9:29am, imagine-relay@email.sp.paramax.com wrote:
- >
- >
- >
- > The reason: One of my friends and I exchange projects often. But, if
- > he did NOT have the exact same directory name as I, we would have to
- > re-build the WHOLE project. Of course, that doesn't work if you have
- > 300 frames to render, 150 on each machine.
- >
-
- It seems like any complicated program like Imagine will have the same problem.
- Does Lightwave?
-
- Anyway, on my AMIGA, I got around this using the ASSIGN command. So, when I
- went to another machine, I would assign his disk and directory name to mine, so
- that the AMIGA would simply substitute one for the other when it came up. It
- worked like a charm.
-
- I don't know if there is something similar in the PC world.
-
- Craig
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Tuesday, 25 July 1995 19:04:51
- Subject: Re: Virtual Memory
- From: Vance Schowalter <viking@freenet.edmonton.ab.ca>
-
-
- ----------------------------------------------------------------------------
-
- Ok, I'll do that (put a memory requirement note with the upload). Thx for
- the feedback. *8^)
-
-
- *******************************************
- * Vance Schowalter >>Image Master<< *
- * *
- * Internet: viking@freenet.edmonton.ab.ca *
- * *
- * "Affable little snow creature." *
- *******************************************
-
-
-
- Date: Tuesday, 25 July 1995 19:10:30
- Subject: Re: Crowbar Mike
- From: Vance Schowalter <viking@freenet.edmonton.ab.ca>
-
-
- ----------------------------------------------------------------------------
-
- Alan Hastings also lurks on the LightWave mailing list.
-
- BTW, I like that subject heading... heh heh.
-
-
- *******************************************
- * Vance Schowalter >>Image Master<< *
- * *
- * Internet: viking@freenet.edmonton.ab.ca *
- * *
- * "Affable little snow creature." *
- *******************************************
-
-
-
- Date: Tuesday, 25 July 1995 19:15:04
- Subject: Re: Pentium speed
- From: Vance Schowalter <viking@freenet.edmonton.ab.ca>
-
-
- ----------------------------------------------------------------------------
-
- Well, ESCOM (Amiga Technologies) apparently want to also make a platform
- independant Amiga OS. That would certainly be nice!
-
-
- *******************************************
- * Vance Schowalter >>Image Master<< *
- * *
- * Internet: viking@freenet.edmonton.ab.ca *
- * *
- * "Affable little snow creature." *
- *******************************************
-
-
-
- Date: Tuesday, 25 July 1995 20:10:02
- Subject: Is Imagine shareware?
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >>From imagine-relay@email.sp.paramax.com Mon Jul 24 13:09:55 1995
- >Date: Mon, 24 Jul 95 10:24:47 BST
- >From: wilkinso@cambridge.scr.slb.com (Simon Wilkinson)
- >To: imagine@email.sp.paramax.com
- >Subject: Is Imagine shareware?
- >
- >Hi there folks.
- >
- >I'm new to Imagine, although I have used version 2. I'm just wondering, is
- >Imagine a shareware package, and if so can anyone tell how much it costs=
- and
- >point me in the right direction as regards buying it for the PC?
- >
- >Also, if there are any FAQ's available, could some kind individual please=
- =20
- >inform me where they are??
- >
- >
- >Cheers,
- >
- >Si.
-
- Imagine is not shareware. It is a commercial package. In the UK it costs
- =A3199 for version 3. If you do live in the UK or know somebody who does the
- computer magazine PC Format is doing v3 for =A3133. A saving of =A366. This=
- is
- were I got my copy from.=20
-
- Can't help with the faq sorry. One was posted to the list about a week ago.
- It also available on somebody's WWW page here on the list.
-
- Hope this helps.
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Tuesday, 25 July 1995 20:10:32
- Subject: Re: Imagine wrong Colours
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >Ok, here's the way you can tell if UniVesa is working with your card.
- >>From the Project Menu, click SuperVGA and highlight "Show available
- >Display Modes". It should present you with a little box. Keep clicking
- >"OK" and it will go through all the display modes Imagine can use
- >with your card and driver. If you never see:
- >
- > Mode 121: 640x480x16777216
- >
- >then you ain't there yet. If you have the right VESA driver, you
- >should see every display mode and color palette that your paricular
- >card can display under normal operation.
- >
- >...good luck.
-
- What does the bit mean when you select to see the details of this mode? Also
- do you know what you are suppoesed to put in the preferences for 15,16,24
- and 32 bit default pixel format?
-
- I have asked this question before but to no avail.
-
- Thanks.
-
- PS. To all who complained about my .sig file who is this one. I did think
- about leaving it alone and not bowing to your whinging as my .sig is an
- expression of free speech and all that jazz. Any way, what's wrong with
- being individual??
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Tuesday, 25 July 1995 20:10:46
- Subject: Re: Scanline and Trace
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >>From imagine-relay@email.sp.paramax.com Mon Jul 24 20:10:35 1995
- >From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
- >Subject: Re: Scanline and Trace
- >To: imagine@email.sp.paramax.com (Imagine Mailing List )
- >Date: Mon, 24 Jul 1995 11:59:04 -0500 (CDT)
- >Content-Length: 275
- >
- >> How about we define a base scene as a benchmark that everyone can render
- >> for comparison. This could go in the FAQ for future reference.
- >
- >Such a test has already been done on Compuserve, and if anyone wants,
- >I can upload the results to Aminet or post them here.
- >
- >Andrey
- >
- >
-
- Post them here please. I would like to see them.
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Tuesday, 25 July 1995 20:10:50
- Subject: Re: Professional vs. ?Amateur
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >>From imagine-relay@email.sp.paramax.com Tue Jul 25 05:32:44 1995
- >Date: Mon, 24 Jul 1995 22:17:24 -0400 (EDT)
- >From: Kent Marshall Worley <mumu@america.net>
- >To: gregory denby <gdenby@bach.helios.nd.edu>
- >Cc: imagine@email.sp.paramax.com
- >Subject: Re: Professional vs. ?Amateur
- >
- >
- >The Mighty Morphin Power Rangers looked raytraced to me!
-
- But were thay animated as well???
- Chris Hall.
-
- |-------------------------------------------|\
- | You have been spoken to by ||
- | Chris Hall ||
- | A very tall and generally nice bloke from ||
- | Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/ ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 29 08 46 31 06 41 ||
- | ||
- |-------------------------------------------||
- \-------------------------------------------\
-
-
-
- Date: Tuesday, 25 July 1995 20:12:41
- Subject: Fingerprint-tip
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
-
- Alex asked:
-
- -I was just wondering how YOU would do this?
- -I use Lightwave mainly and Imagine as my textures generator. :-)
- -Only way I can see this done (do not have Imagine 3.3 yet)
- -is maybe take a black/white pix of a fingerprint (wonder how)
- -and use this as some type of mapping. Excuse my ignorance.
- -Now is there a way to do this in Imagine?
-
- I read this and tought there maybe more people wanting to to know how to do this
-
- and similar things.
- First there are a few things we have to keep in mind using 3.3's new mapping
- technics.
-
- 1. Specular,Ambient,color,filter,reflect, and enviroment are by default color
- mapping tools, and therefore use all the color information.
-
- 2.fog,altitude,hardness,shiny,bright,r.index and roughness are not, they use the
-
- brighness or "luma" values in the picture to apply their materials.
-
- So a good idea to have in mind is to plan your work, and sorting out what you
- will need in terms of brush/pictures.
- For the "fingerprints on glass" tutorial we will need the following brushes:
- 1.Fingerprint, painted or grabed. I scanned mine by dipping my fingers in dye
- and put them on paper. Then scanned the paper. I tried using my rostrum camera,
-
- but the macro lens wasnt good enough.
- 2.If you grab/scan the picture, you will want a additional pic that is cleaned
- up a little. Run it trouh a imageprossesing tool(Photoshop,ImageFx,Adpro etc)
- and discard the color information and raise the contrast, until you get a
- black/white picture, but not to much or else you'll loose antialiasing.
-
- 3.This is not necessery, but cool. Render a full screen black plate with white
- dirt on it(default is fine) Or you can use Forge(Apex) to make a tileable
- fractal map.
-
- Ps. Make sure that brush/picture 1 and 2 are the same size, Important!!
-
- Ok, here we go, Badabing Badabang..
- Make a plate, If you want to to keep your aspect ratio intact, make your plate
- as wide and deep (X-Z) as your pixel size.But only 1 by 1 cross sections.
- Pick it and go to the attr. requester. Give it these color values:(30,50,40)
- Leave the filter setting for now. But give it a nice specular setting
- like:(220,230,220)
- Make it mid hard.
- Get brush/pic (2 or 1 if you painted it black and white) and inverse it and use
-
- it as a filter map, and fade it to about 0.50 in the MIX/MORPH box. Press ok.
- Duplicate this brush, and double clik it and use it as a specular map, but dont
-
- make it inverse(no cross in that box)
- Now you will have a good starting point of your Fingerprint, if you now play
- with the main filter setting you will soon find something that'll suit your
- needs.
- If the glass was to be dirty as well, well use pic(3)
- Add that to your plate and use it as above(but dont ad any brush as MIX(MORPH
- 1.00, this would cancel out other similar used brushes) . You could infact do
- the dirt and fingerprint on the same brush/picture, but it would leave whitout
- any flexibilety.
- Well I hope this made you happy for a while, it made me a bit fingernumbed. But
-
- hey, other people has wrote some bril. advice/tutor's before, so I just happy
- keying in these words.
-
- PS.Correct me if I'm wrong somwhere in the mail, thanks.
- Later!
-
- Tom Granberg (Renderbrandt)
-
-
-
-
-
- Date: Tuesday, 25 July 1995 20:44:05
- Subject: Re: 3.3 maps
- From: Jim Shinosky <tracker@en.com>
-
-
- ----------------------------------------------------------------------------
-
-
- > > Question, has anybody used Imagine with Win95, and if so, can it just be
- > > another application running in a window? One of my biggest gripes is
- > > going back and forth to windows to modify a texture.
- >
- > Yes, it can be done:
- >
- > You *can* run Imagine from Win95 without exiting to DOS. Click on the
- > Imagine icon in Explorer and select Properties from the right mouse button
- > menu. Under Program where it has the path just add a space and /NOXMS to the
- > line. Also click the box that says close on exit. I then created a shortcut
- > and dragged it into the Start box. Imagine now shows up on my Start pop-up
- > menu and I can launch to it with a single mouse click. It flips back to
- > Windows as soon as I exit Imagine. Try it. You'll like it.<g>
- > ------------------------------------------------------------
-
- You might want to read the last couple of sentences over. He says that it
- flips back to Windows as soon as he EXITS Imagine. It's doing nothing more
- than starting a DOS session for Imagine.
-
-
-
- Date: Tuesday, 25 July 1995 21:02:00
- Subject: Re: DCTV to VCR problem
- From: cmkropp@cts.com (Matt Kropp)
-
-
- ----------------------------------------------------------------------------
-
-
- >But when I tried to get a DCTV animation on video tape, I got no result.
- >I connected the "video out" interface of the DCTV with the "Scart"
- >interface of a Hitachi VHS-recorder. Although I think the cable was
- >correct and I did everything right, no (!) picture appeared on the VCR
- >screen. Has anyone faced similar problems? Is something wrong with the DCTV
- >unit?
- >
- >I then tried the same with my old A500 (2.5 meg RAM). The DCTV didn't
- >even produce a colour image at all but only greyscale pictures. The
- >animation recording didn't work as well. Why is there no colour output on
- >the A500 (RGB output)?
-
- I hope you got a manual with your DCTV to double check on this. I used to
- have one, and I think I know what the problem might be. There is a small
- square white knob on the back of the DCTV box. I think it was called
- something like Pixel Sync, but its not labeled. Load a DCTV image, then
- while looking at your monitor on the DCTV output turn the knob until you see
- a picture.
-
- I hope that all your problem is, it would be an easy fix.
-
- Matt Kropp
-
- ______________________________________________________________________
-
- Internet: cmkropp@cts.com
- MKROPP_+a_STSD_+lMatt_Kropp+r%Sunward_Technologies@mcimail.com
- WWW: http://www.moscow.com/homepages/cmkropp@cts.com.html
- ______________________________________________________________________
-
-
-
- Date: Tuesday, 25 July 1995 21:14:06
- Subject: FOUND Solution to 3.3 BUG.
- From: Jim Shinosky <tracker@en.com>
-
-
- ----------------------------------------------------------------------------
-
-
- Ok, ok, ok. I wish I hadn't mentioned the problem I had with Imagine
- creating a new directory for 3.3. After all it was only a minor annoyance
- to me and most of you seemed more interested in responding to that than my
- real problem. Well, here's what 3.3 did wrong:
-
- With all(or most) of my objects I have 3 states: DEFAULT, BEGIN, and END.
- The reason that my quickrenders looked fine and my renders from the project
- editor were messed up is because 3.3 loaded my objects up in the DEFAULT
- state(I'm pretty sure 3.2 loads it up in the state you saved it in and I
- never save objects in their default state) and all of their attributes
- were properly configured, so they looked good at first sight.
-
- BIG PROBLEM FOLLOWS:
-
- However imagine took all of my objects(about 30 of them with 4 to 8
- textures and maps each) and modified all of their states except DEFAULT
- in the following way:
- 1) It took the new brightness slider and cranked it to 255 for all
- objects. (BAD!)
- 2) It took every single friggin' texture and gave it a mix/morph value
- of 0.5. (VERY BAD)
- Since I my mountain object was white to begin with and the texture
- map was given a 0.5 mix/morph value the object looked like it had
- a white glow about it.
-
- Impulse, what were you thinking?!
-
- Anyway, it took quite a while to fix all of that for the objects just in
- this project. I've got a lot more in other, older projects but they can
- wait. Thanks to those few people who actually tried to help with this one
- even though I figured it out myself.
-
- Hopefully this will help anyone else who might come across this.
-
-
- Date: Tuesday, 25 July 1995 21:27:57
- Subject: Re: Particle Bug in 3.3??!??
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >In-Reply-To: <950722145136_120606425@aol.com>
- >Organization: Personal
- >X-MailViewer: Mail 1.15
- >
- >Hiya Broctune,
- >
- >> This very weird, I assign particle spheres to an object like a plane and
- >> the particles look like octohedrons or whatever you call them they do not
- >> look anything like spheres, can anyone help?
- >
- > Could it be that you've assigned CSG spheres to the particles, but you're
- >rendering in scanline, and not trace ?
- >
- >
- Or selected Spheres in the particle requester - they are CSG spheres. Great for
- Trace, and if you bump up the CSG number of points setting in the IM3.3 config
- file, ok for scanline too (though very memory intensive)
-
-
-
- Date: Tuesday, 25 July 1995 21:38:00
- Subject: Re: An old challenge - How are diamonds done ?
- From: cmkropp@cts.com (Matt Kropp)
-
-
- ----------------------------------------------------------------------------
-
-
- >Has anyone ever found a good way to make a reasonably transparent
- >diamond with the proper refractive effects at an index of 2.42 ?
- >
- >Solid diamonds lose most of their transparency for no apparent
- >reason, and appear largely black.
- >
-
- This sounds like it might be a simple fix. Have you ever tried setting your
- Maxium Reflected Rays in Preferences to anything higher than the default?
- I'd say, crank it up to 100 and see what happens. The Ray Trace algorythm
- generates a new ray entity everytime it makes hits an object. A new ray is
- made for each diffuse, transmitted, and reflected component of the object.
- That Max. Rays setting is keeps the program from going into an infinite loop
- by terminating the ray if the ray count reaches the Max. Ray limit. So, on
- a model of a diamond, your rays are probably just running out of steam
- bouncing around inside the diamond, and end up being assigned a value of black.
- Matt Kropp
-
- ______________________________________________________________________
-
- Internet: cmkropp@cts.com
- MKROPP_+a_STSD_+lMatt_Kropp+r%Sunward_Technologies@mcimail.com
- WWW: http://www.moscow.com/homepages/cmkropp@cts.com.html
- ______________________________________________________________________
-
-
-
- Date: Tuesday, 25 July 1995 21:47:46
- Subject: Re: Quickie!
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
-
- Hi
-
- > > > tear drop shape, just add a regualr sphere with default size, then go to
- > > > CONFORMATIONS...then pick conform to sphere and just press ok. There
- > >
- >
- > Also, om a similar theme, if you were to add a primitive cone, using the
- > defaults, (except making the no. of vertical sections about 5) and then
- > conform that to a sphere (with default settings) you get a very good
- > starting point for a shark/fish fin, even with a little curl on the top.
-
- Just in case someone doesnt know you can use the conform from within pick
- points
-
- eg create a primitive-plane go to pick points and select (with drag box
- -its easier) all points except the outer 2 or 3 rows and columns
- then select conform to sphere and experiment with the values
-
- you should then/now have a flat square object with a dome in the centre
-
- well it works for me
-
- (sorry about the poor tute' thang ??)
-
- Duncan
- ..............................................................................
- .. .
- .. dunc@eraser.demon.co.uk .
- .. .
- ..............................................................................
-
-
- Date: Tuesday, 25 July 1995 22:13:07
- Subject: Re: dare I enter a mathematical discussion?
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
- On Jul 24, 1:51pm, imagine-relay@email.sp.paramax.com wrote:
- >
-
- >
- >
- > >Exactly. And one of the great advantages to this "shadow mapping" method is
- > >that you can blur the map, and give soft shadows! Not exactly accurate, but
- a
- > >great cheat! Many high-end (as well as low end) systems use this method.
- >
- > From the description of these depth maps in an earlier message, I'm
- > not sure I understand how yo are making soft shadows. If you "blur"
- > the map with one of those averaging techniques where each value
- > becomes closer to its neighbors, it seems you would just be damaging
- > your depth map so shadows are assigned improperly. To have soft
- > shadows with the technique that someone summarized in this group, you
- > would take a point on an object, check its distance from each light,
- > compare the distance with the corresponding point on the light's depth
- > map, and then LOOK AROUND THE DEPTH MAP FOR THE 'EDGE' OF A SHADOW to
- > decide whether you are in a region for soft shadows. I don't know how
- > that could work anyway.
- >
- > Did I misunderstand the idea of depth maps? Please share.
- >-- End of excerpt from imagine-relay@email.sp.paramax.com
-
- Okay. I am not sure how it can be done. I thought about it and looked it up,
- but I have to agree with you. I know that it has been done, however. An
- example of this method is Pixar's animation "Luxo Jr.".
-
- My book "Computer Graphics- Principles and Practice" by Foley and vanDam refers
- to a paper "Rendering AntiAliased Shadows with Depth Maps" by Reeves, Salesin
- and Cook from SIGGRAPH 87 on this very topic.
-
- If you want to know more, check out that paper.
-
- Sorry I could not be more informative.
- Craig
-
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Tuesday, 25 July 1995 22:29:16
- Subject: Don't kill me if this don't work
- From: CausticLum@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Here it is in all its glory! This is is my first try and did it in about an
- hour or two.
-
- ---Lum
- ------------------------------------------------------------------------------
- ------------------
-
- --> ATTACHEMENT: glass.jpg <--
- sum -r/size 32027/9973
-
-
-
- Date: Tuesday, 25 July 1995 22:58:30
- Subject: Re: Virtual Memory
- From: Damon LaCaille <nomad@aloha.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Tue, 25 Jul 1995, Vance Schowalter wrote:
-
- > Gigamem was a pain in the posterior. I never could get it to work with
- > Imagine, so I leapt for VMM when I saw it. VMM is easy to set-up and use
- > with Imagine. I too, have 10mb of ram, and I've had no problem rendering
- > 30mb scenes (for example). The only other things you need to run VMM is
- > an MMU and MUI (Magic User Interface).
- >
- > Sorry, I don't know what the latest price is for Imagine.
-
- Thanks for the info. By the way, is there a place I can purchase VMM, or
- is it shareware type (yeah, right). Thanks again for your information
-
- Damon
-
-
-
- Date: Tuesday, 25 July 1995 23:00:14
- Subject: Video boards
- From: Garry61@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In the PC world, has anyone or has Impulse devised a compatibility list
- for Graphics boards that are proven to work in all VESA modes with Imagine.
- I think this would be a very useful list for the Amiga users that are
- contemplating moving to the PC.
- I think the list should be of those boards that run stock without third
- party work arounds such as UNIVESA. Or a tri-list of those that work stock,
- those that work with third party workarounds, and those that do not work at
- all.
- If anyone wishes to start one ( I can ) let me start the list by adding
- mine,
- Diamond Stealth 24 VLB - works in all modes
-
-
- Render on....... and on........ and on.........and....
-
-
- Date: Tuesday, 25 July 1995 23:00:36
- Subject: Re: Virtual Memory
- From: Damon LaCaille <nomad@aloha.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Tue, 25 Jul 1995, joop van de wege wrote:
-
- > Try VMMV31.lha from Aminet. Don't know the exact path and can't look it up
- > while composing this message (I'm on a PC :( ).
- >
- > Things to watch out for are:
- > The minimum size of the memory allocation with the PUBLIC flag set that goes
- > into virtual. Normally this type shouldn't go into virtual but some programs
- > set the flag on any allocation they do. I'm not sure Imagine does but you
- > better be warned.
- >
- > {features of VMM deleted here to save space}
- >
- > Try it out, it does work very well for me. A3000-030 @25Mhz with 16Mb of Fast
-
- > right now but used it alot with 12Mb.
- >
- > Joop
-
- Joop,
- thanks a lot! That's the second good review I've heard about VMM. I'll
- go check out Aminet right now! (Gettin' excited!)
-
- yeeha!
- Damon
-
-
-
- Date: Tuesday, 25 July 1995 23:03:20
- Subject: Re: Virtual Memory
- From: Damon LaCaille <nomad@aloha.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Tue, 25 Jul 1995, Udo K Schuermann wrote:
-
- > Damon,
- >
- > GigaMem works with Imagine. I've set its preferences to always give
- > Imagine virtual memory first, but only on 10K allocations or larger. If
- > your VM buffer is sufficiently large and your swap partition quick, you
- > should not suffer too much of a performance hit. Ideally you give a swap
- > partition RAM buffer space anywhere from 20% to 50% of of the partition
- > size to keep swapping to a minimum. Little swapping, little performance
- > hit. You might want to set up a 20MB swap partition, give it between 2MB
- > and 6MB RAM as buffer space to see how that works.
- > I bought GigaMem v2 for $129.- in the store about two years ago.
- > Paid for the 3.12 upgrade ($19 or something) a little while ago. Been very
- > happy with it.
-
- Udo,
- thanks a bunch for your info. $130 is a bit high for me though :( If
- I'm going to spend more than $50 or $60, then I'll go ahead and buy the
- RAM upgrade, heh. Be quicker and probably better in the long run.
- However, I've read two good posts about a shareware VMM! I'm going to
- try it, and if I like it (and the price isn't outrageous) I'll get that.
- Thanks for your reply though. It really helped me out.
-
- Damon
-
-
-
- Date: Tuesday, 25 July 1995 23:06:16
- Subject: Re: 3.3 maps
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Jim Shinosky <tracker@en.com>
- >
- > You might want to read the last couple of sentences over. He says that it
- > flips back to Windows as soon as he EXITS Imagine. It's doing nothing
- > more than starting a DOS session for Imagine.
-
- That is correct. As I perceive it, you still can't get Imagine to
- multitask under any OS but the Amiga's. B^D What this trivk does, is let
- you pop into and out of Imagine without having to exit Windows.
-
-
-
-
- Date: Tuesday, 25 July 1995 23:15:47
- Subject: Fog objects vs. DOF!
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Granberg Tom <tom.granberg@TV2.no>
- >
- > Ps. Need assitance imidiatly, due to deadline the 30 july- That is in few
- > days, so please hurry if you know what to do!
-
- My advice, since you're in a hurry: can you render the image in layers,
- and composite them in an image processing program? You could remove the
- fog objects from the scene, render with DOF, then render just the fog
- objects on a black background. In your image processor, blur the fog
- object render and composite on top of the other image.
-
-
-
- Date: Tuesday, 25 July 1995 23:17:51
- Subject: IML
- From: augioh4b@ibmmail.com
-
-
- ----------------------------------------------------------------------------
-
- --- Received from GITD.PSG024 4523 26JUL95 11.53
- -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM
- HIYAS,
-
- ANYONE KNOWS WHERE I CAN FTP DOWNLOAD A COPY OF THESE
- DEISCUSSIONSIN IML? MY PROBLEM IS THAT I CAN ONLY READ THEM AND
- NOT SAVE THEMAND NOT BE ABLE TO SAVE THEM TO FILE VIC
-
-
- Date: Tuesday, 25 July 1995 23:20:05
- Subject: Imagine 4.0 Questions
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Appalchin@aol.com
- >
- > What all is supposed to be in Imagine 4.0.
-
- Things I know so far:
-
- 4.0 will include metaballs, new lights that cast soft shadows in trace
- mode, motion blur. Not specifically mentioned, but supposed to be
- included, is alpha channel support to replace (and improve) the old
- genlock feature. 4.0 will be available for Amiga and Windows; other
- platforms have been mentioned as well. It will be available to new
- owners, but very tentative messages by Mike Halvorson would seem to
- indicate a large retail price (over $1000) for 4.0/Windows if you're not
- upgrading, current Imagine owners would be able to upgrade for a much
- more reasonable price.
-
- That's all I can remember at this point.
-
-
-
- Date: Tuesday, 25 July 1995 23:29:20
- Subject: Radiosity
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
-
-
- Am I the only one that would like to see radiosity in Imagine 4.0? I
- know, it's really, REALLY slow, but you can do things that just can't be
- done with raytracing. I think if the guys at Impulse could find time to
- implement radiosity it would really put Imagine over the top.
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Tuesday, 25 July 1995 23:38:17
- Subject: Re: The bumps slide off my slug!
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Mike McCool <mikemcoo@efn.org>
- >
- > With your basic slug object, create a state, call it '0,'
- > 'piggiepie,' or anything BUT 'DEFAULT.' (Except for Bones, which some
- > kind imaginoid pointed out to me, don't name -anything- DEFAULT, or it's
- > your own fault).
- >
- > Now, so long as you lock all your textures/brushes to this state
- > '0,' they should stick throughout the conform-path.
-
- Het, I got it to work! Thanks to your (and others') advice. Oddly
- enough, my state is called... DEFAULT <cringe>, and it works just fine.
-
- I left the slug animation running on the screen while I went our to do
- some errands. When I came back, my significant other, who has NO interest
- in computers or animation whatsoever (dunno why I married the guy), made
- a comment that my slug was "yucky". After 3.5 years of Imagine, an
- unsolicited comment! I almost fell off my chair. If he noticed my slug,
- it means that Conform To Path truly is, as I'd written, a low effort/high
- payback effect.
-
-
-
- Date: Tuesday, 25 July 1995 23:42:26
- Subject: Upgrade paths
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Gareth Qually <gareth.qually@tinder.iafrica.com>
- >
- > p.s. Has any of you used or own the PC version of Imagemaster R/T (It is
- > called WinImages R3)? What is it like? Is it as good as the Amiga
- > version? What do they use for scripting if Arexx is not there?
-
- It's much better than the Amiga version. You get all these independent
- windows, and an enhanced interface that includes a ridiculously easy
- timeline interface. Open the timeline, open the file requester,
- multi-select an entire directory's worth of image files, and boom, there
- they are one one row of your timeline. Then, drag & drop an effects
- button from the toolbox into the timeline; that's how you add processing
- to your images. Double-click on the effect, and up pop all the
- parameters, which you can change at will -- you can even adjust spline
- curves to vary any parameter over time. This is POWERFUL and EASY stuff.
- I don't think you'd miss ARexx one bit. Finally, add some render icons
- to save your work, and set the timeline into motion.
-
-
-
- Date: Wednesday, 26 July 1995 00:10:55
- Subject: Fog objects vs. DOF!
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 25-Jul-95 17:11:29, Granberg Tom wrote:
-
- >I have run into a unusual problem.
-
- or ususal <g>
-
- >I working on a project where Im building a virtual studio for a show, where I
- > have lights running along the edge of the roof. So I put an extruded fog
- >object as wide as the light, with the fogtop texture on it, to simulate
- >light haze. It looked great when rendered, but hey I wanted depth of field
- >to. To get that extra realism into the picture. Then the problem jumped in
- >with full power, it only blurred what was behind the fog object and nothing
- >else, and it didnt matter how far or how close the fog object was to the
- >camera. To check if I was wrong I deleted the fog object, and hey presto,
- >nice dof. So there must be something wrong here, or at least something I've
- >overlooked. Ps. Need assitance imidiatly, due to deadline the 30 july- That
- >is in few days, so please hurry if you know what to do!
-
- This has happened to me too. I was using a couple of dense fog balls with the
- ghost texture on them to simulate glowing light sources. I all worke well,
- untill I turned on DOF. I never got the time to find a workaround...
-
-
- Torge!r
-
-
- Date: Wednesday, 26 July 1995 00:10:57
- Subject: Metaballs
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 25-Jul-95 18:31:35, Granberg Tom wrote:
-
- >Metaballs is so cool that I think I want them now! Thingies you can do with
- >them are:
-
- >1. Modell organic objects with a lot of curved details without having to deal
- > with intersected vectors.
-
- >2. Make fluids like a snap, and if impulse will make them as a choise in the
- >particle requestor you could do some neat tricks. Fountains, waterfalls,lava
- >etc.
-
- >Well I think that's about covers my knowledge of metaballs, anyone else?
-
- A really psycho pool table would be my first choice <grin>
-
- Since everyone is raving about the new mataballs modeller, I thought I'd
- mention the metashape modeller in GIG's 3DGO. It works like a metaball
- modeller, except it also lets you use any other primitive in the program.
- (cubes, cones, toruses (tori?))
-
-
- Torge!r
-
-
- Date: Wednesday, 26 July 1995 00:22:44
- Subject: Fingerprint-fault
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
- This is cool, correcting my own mail?
-
- Well if you noticed, you would have to inverse the specular mapping as well, if
-
- you didnt do it in your image proccesing program?. Imagine will use the luma and
-
- color values to determine the specularity on the object. Another tip is to use
- that same map as a hardness mapping, remember to cross the inverse button to get
-
- zero or 50% if you mix/morph it 0.50, hardness on the fingerprints itself.
-
- Bye for now!
-
- Tom Granberg (Renderbrandt)
-
-
-
- Date: Wednesday, 26 July 1995 00:34:46
- Subject: Bying PentiumPC
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Bill Graham wrote among other things:
-
- -platform "war" (stupid term, really). I'm going to keep my amiga(s), but
- -there is no denying the rendering speed increase. Please reply to me directly
- -at w.graham6@genie.geis.com
-
- Yepp, the speed increase itself is infact a good reason to outstand the F***ING
-
- DOS. Speed increase means that you get more work done in less time, plus as
- somone else stated, you can make sure it looks right by playing around.
- We also got PAR on one of the Pentiums, but that to are a DOZZZZ program, and
- that is a bit anoying, since I would have to quit Imagine or anything else for
- that mater, to use it. But still a great software/hardware, wouldnt be without
- it a second.
- So PentiumPc's are good enough as work horse goes, but no way I'm using it for
- other things than realy heavy applications. Ok Photoshop runs hell of a lot
- faster on it to!
- So a multiplaform choise works best for me, but anyone with different needs,
- will do different things. I'm no Amiga or Pc freak, I love doing graphics, and
- as such I have to give my A4000 Warp4040 a warm hug due to the imense diverse
- and cheap software you could by for it, as well as a superior OS in terms of
- usabilety.
-
- Later!
-
- Tom Granberg (Renderbrandt)
-
-
- Date: Wednesday, 26 July 1995 00:38:24
- Subject: Re: Memory ...
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- > >I don't think so. One of the guiding principles of Imagine is: if an
- > >Action bar (other than Actor) ends at a certain point, its last value
- > >remains for the rest of the animation.
- > >
- > >I've never seen this fail. Has anyone had a different experience?
- > >
- > >From memory, I think I've had weird things when coming off a path
- > alignment/track.
- > Maybe.
-
- Actually this is a normal thing in Imagine. Once your object is at the
- end of a path and if you haven't added a new positision, alignment bar
- after it, it will jump back to the defaults it was loaded with
- from the Detial Editor as it has nothing else to go by.
-
- The way to get around this is to go to the frame just after the last
- frame of your path in the Action Editor and add a one frame bar for the
- position and alignment of the object. Use Tween and Imagine will copy
- the last position and alighment the object had on the path. and stay there
- for the rest of the frames you have the actor loaded for.
-
- Pretty simple fix to the problem.
-
- =RRW=
-
-
-
- Date: Wednesday, 26 July 1995 00:58:10
- Subject: Re: Scanline and Trace
- From: John Grieggs <grieggs@primenet.com>
-
-
- ----------------------------------------------------------------------------
-
- >
- > Here are the results of the rendering times comparison that I
- > promised:
- >
- text deleted...
- > # Does not include palette generation times.
- >
- This is an extremely serious flaw in the chart! I use Imagine on both
- the Amiga and PC, and the palette generation occupies a _very_ large
- chunk of the rendering time on the PC. I suspect that the palette
- generation message actually covers things like picture byte-swapping and
- the like, not just palette generation.
-
- In any case, the palette generation section of the PC render is a very
- large, non-optional, non-avoidable portion of the render, and should
- absolutely be considered in the rendering time total.
-
- Aside from that, cool chart. Thanks. :-)
-
- _john
-
-
- Date: Wednesday, 26 July 1995 01:03:49
- Subject: Re:Crowbar Mike!
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi there fellow thinker, Mike Vandersomme.
-
- I cant say how much I agree on your comment, and yes lets stop this stupid "I
- dont like Mike very much, bla bla" thing that has swormed the list the last few
-
- weeks. After all he is the reason wy we all can get Imagine!
- Lets post some decent mails instead!? And let "The Gang" do their magic, and
- dazzle us with new cool tools.
-
- Later!
-
- Tom Granberg (RenderBrandt)
-
-
-
- Date: Wednesday, 26 July 1995 01:07:30
- Subject: Re: Impulse & IML (Long message!)
- From: Gerard Menendez <gpm@netcom.com>
-
-
- ----------------------------------------------------------------------------
-
-
-
- Well after the
-
- On Tue, 25 Jul 1995, Old_Man wrote:
-
- > After a recent conversation with Mike? I would agree. I use imagine for
- > traditional art such as vases within vases abstracts etc. Mike seemed
- > pleased that imagine was being used for something in addition to rocket
- > ships.
- >
- > Bill
- >
- > On Tue, 25 Jul 1995, Charles Blaquiere wrote:
- >
- > > > From: SGiff68285@aol.com
- > > >
- > > > I think the reason for this is that Imagine is so cheap that many
- > > > people can use it and it is available to users who may still be in
- > > > their teens and not very mature. I think a lot of the "whining" posts
- > > > reflect the immaturity of a small portion of Imagine users.
- > >
- > > I also have the same hunch. You know, when Mike acts as the Ogre From
- > > Hell, he's sometimes had to fight irrational teenagers all morning, I'm
- > > sure. (Katie Ka-Boom, anyone? B^) A lot of us would get testy when faced
- > > with Imagine's constituency.
- > >
- > >
- >
-
-
- Date: Wednesday, 26 July 1995 01:10:20
- Subject: Upgrade paths, WinImages:FX
- From: tome@next.com.au (Tom Ellard)
-
-
- ----------------------------------------------------------------------------
-
- >I have just ordered the Amiga to PC crossgrade. Has anyone else done
- >this? What I want to know is did they give you the most recent version?
-
- You get the latest PC Imagine.
-
- >p.s. Has any of you used or own the PC version of Imagemaster R/T (It is
- >called WinImages R3)? What is it like? Is it as good as the Amiga
- >version? What do they use for scripting if Arexx is not there?
-
- They have a timeline feature that operates in a similar way to Imagine's
- action editor. You drag pictures and effects to the time line and they morph
- between keyframes. E.g. if you had a fire effect in an oval on frame 1 and
- the same fire in blue in a square on frame 30, the fire changes colour and
- the region changes shape. There are also envelopes a la Lightwave - you mix
- and match them.
-
- In general PC imaging s/w (Premiere, Picture Publisher, WinImages) is
- 'easier' to sequence, as it it uses drag and drop, requesters etc. etc. but
- AREXX is more 'flexible'. I haven't suffered from not having AREXX on the PC
- except at the odd moment when I wanted a strange combination of treatments.
-
-
- Tom Ellard, Severed Communications Australia tome@next.com.au
-
-
-
- Date: Wednesday, 26 July 1995 01:10:57
- Subject: Lights in raytrace.
- From: tome@next.com.au (Tom Ellard)
-
-
- ----------------------------------------------------------------------------
-
- I really don't understand why lights that work in scanline don't work in trace.
-
- To be more specific, creating a sphere, giving it a 'light' attribute,
- seeing that it works fine in scan but throws no light in trace.
-
- Somone was kind enough to point out that a little bit of fog attribute will
- "let the light out", and that works well thank you.
-
- But this seems very kludgy. Counterintuitive. Why do my lights need to be foggy?
-
-
-
- Tom Ellard, Severed Communications Australia tome@next.com.au
-
-
-
- Date: Wednesday, 26 July 1995 01:12:09
- Subject: Re: A few Questions
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello pantera, on Jul 24 you wrote:
-
- > hi guys if anyone could commet on anY of the comments:
- >
- >
- > 1. The "METABALLS" which is going to be featured in 4.0, how hard is it
- > to model using this technique, i mean is it alot harder than using the
- > traditional detail editor tools?
-
- If you mean V4.0 specifically, hard to say until it comes out.
-
-
- > 2. I still have questions about the BONES feature, let's say that i had
- > a "can" object of coke for example. ANd i wanted to make it dance.
- > Here's a sketch:
- >
- > .........
- > |||||||||
- > |||||||||
- > .........
- > |||||||||
- > |||||||||
- > .........
- > |||||||||
- > |||||||||
- > ......... (Assume that the can has many more "horizontal sections".
- > Now how could i make it so that when i rotate the top point of the can,
- > that the bottom section would stay intact, and the others would somehow
- > i guess "conform" to the rotation of the top points, so that you get a
- > "bent" can. If anyone understands what i'm talking aboyt, I'd greatly
- > appreciate a small example so i could follow.)
-
- There is a good step-by-step example of Bones in the FAQ. What I can tell
- you though is that you can make your can dance with just a few bones as
- your diagram shows now. The middle bone can include a large percentage of
- the can's faces and when you rotate its axis the faces will bend in a
- smooth arc.
-
- If you have many bones, start with the bottom one where you want the bend
- to begin and rotate it, now update the bone. Do the same for the rest,
- working your way to the top and adjust the axes until you get the shape
- your after.
-
-
- > 3. I am just kinda curious as to why there are no books (commercial)
- > covering Imagine, and no I'm not talking about "understanding Imagine
- > 2.0" or "THe Imagine COmpanian", I'm talking about new books covering
- > the NEW features of Imagine. .....
-
- Good question, I'm sure it would sell very well.
-
-
- > 4. Will Imuplse ever feature the famous (overused) lightwave light
- > effects (lensflare, glow, hallow around light) in the upcominng 4.0.
-
- We already have lensflare, glow would be nice - where's my light sabre :-)
-
- -- Bob
-
-
- Date: Wednesday, 26 July 1995 01:16:50
- Subject: RE:RE Mike H
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi Vance Schowalter!
-
- I did say sometimes, I didnt say every time. And I have got some troubles myself
-
- with the "GANG". I need the Amiga PAL version, and the last three updates
- 3.1-3.3 was ntsc. But Hey maybe they did it piss me of? I dont think so. I
- called them back after the first shipment 3.1, and they sent me the right
- Version the same day. But I still got 3.2-3.3 in ntsc version, anoying yes but
- so what? But lets stop this debate?
-
- And now to something else.
- Have you done something cool in Imagine latly?, if so lets hear about it, I'm
- all ears.
-
- Tom Granberg (Renderbrandt)
-
-
-
-
- Date: Wednesday, 26 July 1995 01:51:40
- Subject: Re: Disturbed & Grid
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello ERNESTO, on Jul 25 you wrote:
-
- > 2. I have found some textures that are undocumented (i guess somebody
- > say this before...)
- > * Disturbed.itx
- > * Grid.itx
-
- These are documented in the V2.0 manual and because a lot of you started
- with V3.0 I'm sure no one will mind if I describe the parameters.
-
-
- DISTURBED
- =========
-
- Creates a disturbed pattern similar to water.
-
- Amount: controls the apparent height of the waves,
- suggested value around 0.25.
-
- Wavelength: distance between the wave crests.
-
-
- Wave interference pattern parameters:-
-
- X Separation: varies the relative phase between two waves,
- suggested value around half the Wavelength.
-
- Small < 1: controls the angle between the travel direction of the two
- waves.
-
-
- GRID
- ====
-
- Creates a series of lines in the Y and X plane.
-
- Grid Size: the distance between the lines.
-
- Line Size: the width of the lines.
-
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
-
- Date: Wednesday, 26 July 1995 01:55:18
- Subject: Re: Pentium speed
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Tue, 25 Jul 1995, DThompson wrote:
-
- > the work with adpro, fred, and my Par, but for less than $2,400 I got a 90
- > mhz machine with a Gig of hardrive space and 32 megs of ram. It's even
-
- Is the $2,400 a typo? Last time I checked, a 1gig hardrive was about
- $500 and 32 megs of ram is about $1,500. That means you only paid $400
- for everything else. If the $2,400 was not a typo, please tell me where
- you got your pentium(in other words, where I will be buying my next
- computer:)
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Wednesday, 26 July 1995 02:03:32
- Subject: I apologise to the list
- From: Gerard Menendez <gpm@netcom.com>
-
-
- ----------------------------------------------------------------------------
-
-
-
- My comments about Mike H. had no place on our list and spawned much
- useless mail. Given how few and far between my positive contributions
- are, I ought to think twice about mucking things up.
-
- Furthermore, the service I received on the phone, while poor, was
- certainly not actively rude, and I do not know whether it was Mike or not.
- Also, while I often do not like the tone of his messages, they certainly
- do not deserve to be characterized as unprecedentedly unprofessional.
-
- I let myself get caught up in a round of bashing and I regret it.
-
-
- This moment of insight is now over and we are returning to our usual
- self-image of perfection.
-
- Gerard
-
-
-
- Date: Wednesday, 26 July 1995 02:17:31
- Subject: Re: Essence + 2.0
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Charles, on Jul 25 you wrote:
-
- > > From: Robert Whitaker <robert@cs-bbs.manawatu.gen.nz>
- > >
- > > Hi there, I was wondering in Essence 1 is compatable with Imagine 2.0.
- >
- > Heck, Essence is compatible with everything all the way back to Turbo
- > Silver!
-
- Well, not quite. I've read the FAQ's that go back some years and there was
- a lot of discussion about compatibility when V2.9 arrived. Essence 1
- textures were not compatible after Imagine V2.0 until someone posted a
- patch to Aminet. It's biz/patch/esstoim29.lha and it changes one byte in
- the code and adds the .itx extension. I now have two versions of Essence 1,
- the original for use with Forge and the patched one for Imagine 3.
-
- Essence 2 Version 3 has no compatibility problems, I don't know if there is
- a later version of Essence 1 which solved this problem.
-
- -- Bob
-
-
- Date: Wednesday, 26 July 1995 02:32:16
- Subject: Re: DCTV to VCR problem
- From: "Randy R. Wall" <rrw@ecst.csuchico.edu>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Tue, 25 Jul 1995, Robert King (ART) wrote:
-
- > was there a dctv image (mottled grey 8color or 16 color image) displayed on
- > your computer monitor (RGB) when you got no video from the the video out
- > of the DCTV? If the computer is showing the 3 or 4 bitplane gray scale
- > image that DCTV converts to video and no video is present at the
- > video-out port, then try the pixel-adjust knob on the DCTV unit.
- >
- > Also when I used to load dctv animations into Deluxe Paint they wouldn't
- > show until I either started the animation or removed the title bar with F10.
- >
- > Robert King
-
- Yes, and sometimes you even have to move your workbench screen in prefs to
- get the images to show up properly, or use the Ctrl and arrow keys in DPaint
- to move the whole screen. Espesially with overscan images.
-
- =RRW=
-
-
-
- Date: Wednesday, 26 July 1995 03:04:23
- Subject: World Size (was Re: Memory...)
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Charles, on Jul 25 you wrote:
-
- > > From: Matt Kropp <cmkropp@cts.com>
- > >
- > > I read somewhere that Ray Tracing in Imagine is limited to a World size of
- > > 1024x1024x1024.
- >
- > It depends on which version of Imagine you own. Early versions, until
- > 2.0 I guess, had the default world size set to 1024. Then, starting at
- > 2.9 I believe, the default was changed to zero, allowing Imagine to
- > auto-size the world on every frame.
-
- According to the V3 manual the world size extends 16000 units along the
- three axes, ie. -16000 to +16000.
-
- The default world size is 1024 units in all directions, anything outside
- this area will not be rendered in Trace mode.
-
- Now that seems to be a contradiction, because the Global World Size
- defaults to 0,0,0 and the world is sized dynamically. I assume then that
- doing a quickrender in Trace from the Detail Editor means you are limited
- to 1024 units but a render in the Stage is dynamic.
-
- Does that make sense?
-
- -- Bob
-
-
- Date: Wednesday, 26 July 1995 03:24:50
- Subject: Re: A few Questions
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-25 03:09:02 EDT, pantera@voyager.com writes:
-
- >2. I still have questions about the BONES feature, let's say that i had
- >a "can" object of coke for example. ANd i wanted to make it dance.
-
- I have plans for writing a tutorial to make an animated figure. (bones,
- constraints, edge fill, etc) All that's needed is time.
-
- For now I'll assume you know the basics of bones. If not, let me know.
-
- Let's make a can with 3 sections like in your diagram. To make bones work
- decent you should at least have 1 or 2 sections in between your bone
- sections. (the more sections, the smoother the bends) So we'll make a can
- with 7 vertical sections.
-
- Put an axis at the bottom of section 1 (the bottom one), section 4, and
- section 7 (top).
- In the attribute requester name them bot, mid, and top.
-
- Pick Group mode.
- Click on mid, then top. Click on "Group" menu item.
- Click on bot, then multiclick mid. "Group" them.
- Click on the can axis(which now becomes the parent), then multiclick bot.
- "Group" them.
-
- Make this your "default" state.
-
- Pick Face mode.
- Multipick the top row of points (faces of top of can). Make this your small
- bone subgroup for the "top" axis.
- Multipick the top 3 sections of the can. Big bone supgroup for "top".
- Multipick the top 4 sections of the can. Small bone subgroup for "mid".
- Multipick the top 6 sections of the can. Big bone supgroup for "mid".
- Multipick all sections of the can. Small bone subgroup for "bot".
- We'll also use all section for Big bone subgroup for "bot".
- This allows us to deform the whole can without moving the "bot" axis.
-
- There are two ways to twist our can.
-
- Direct method:
- Pick Group mode.
- Pick "top" or "mid" and rotate them around "z".
- Click on can axis.
- Click on "Update Bones" menu item.
- We can also rotate around "x" or "y" to bend the can over. Try it.
-
- Set "State" to "default".
-
- Inverse method.
- *Pick Object mode.*
- Pick can axis.
- "Freeze" all world axis.
- Pick "Constrain" menu item.
- Pick "top" axis.
- Rotate and see all 3 axis rotate differant amounts.
- Pick Group mode.
- Pick can axis and "Update Bones".
- Again you can also move, which affects all the bones to bend the can.
-
- Hope this helps. Hollar for more help if you need it.
-
- As for Metaball, a lot of how hard it is will depend alot on how Impulse
- implements it.
- As for books, between "Dare to Imagine", the FAQ, and this list, you couldn't
- get a much more up to date reference base.
- Rick
-
-
-
- Date: Wednesday, 26 July 1995 03:33:23
- Subject: RE:RE Mike H
- From: Vance Schowalter <viking@freenet.edmonton.ab.ca>
-
-
- ----------------------------------------------------------------------------
-
- On 26 Jul 1995, Granberg Tom wrote:
-
- > Hi Vance Schowalter!
- >
- > I did say sometimes, I didnt say every time. And I have got some troubles myse
- lf
- > with the "GANG". I need the Amiga PAL version, and the last three updates
- > 3.1-3.3 was ntsc. But Hey maybe they did it piss me of? I dont think so. I
- > called them back after the first shipment 3.1, and they sent me the right
- > Version the same day. But I still got 3.2-3.3 in ntsc version, anoying yes but
-
- > so what? But lets stop this debate?
-
- I agree. No more debate.
-
- I wish I had the cash, I'd take your 3.3 NTSC Imagine version off your
- hands. Not meant to be, I guess. *8^>
-
- >
- > And now to something else.
- > Have you done something cool in Imagine latly?, if so lets hear about it, I'm
-
- > all ears.
- >
- > Tom Granberg (Renderbrandt)
- >
-
- Well, the very latest I've been playing with has been using altitude
- mapping to make small moons and planets. It works great for that. The
- first map I put on the sphere is the altitude map, to create the
- impression of continents. Then I apply a different colour map to give the
- impression of shifting sands, etc. It works better than using the same
- map for both. Much better.
-
- I've only played around with textured planets a couple of times. At this
- time, brush mapping is where my interests lay, right now.
-
- I use Imagemaster R/t for detailing maps, and these two graphics packages
- complement each other extremely well. Both have a learning curve, but the
- rewards are well worth it. Imagine is much easier for me to use now,
- thanks to the features that Impulse continues to add.
-
- One of my favourite features has always been the camera and object
- tracking capabilities. For flyby shots, this implementation makes it a
- breeze to set up and render.
-
- *******************************************
- * Vance Schowalter >>Image Master<< *
- * *
- * Internet: viking@freenet.edmonton.ab.ca *
- * *
- * "Affable little snow creature." *
- *******************************************
-
-
-
- Date: Wednesday, 26 July 1995 04:00:29
- Subject: ------=> Sorry NO Subject!
- From: imagine-relay@email.sp.paramax.com
-
-
- ----------------------------------------------------------------------------
-
- On Jul 24, 9:29am, imagine-relay@email.sp.paramax.com wrote:
- >
- >
- >
- > The reason: One of my friends and I exchange projects often. But, if
- > he did NOT have the exact same directory name as I, we would have to
- > re-build the WHOLE project. Of course, that doesn't work if you have
- > 300 frames to render, 150 on each machine.
- >
-
- It seems like any complicated program like Imagine will have the same problem.
- Does Lightwave?
-
- Anyway, on my AMIGA, I got around this using the ASSIGN command. So, when I
- went to another machine, I would assign his disk and directory name to mine, so
- that the AMIGA would simply substitute one for the other when it came up. It
- worked like a charm.
-
- I don't know if there is something similar in the PC world.
-
- Craig
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Wednesday, 26 July 1995 04:08:29
- Subject: Re: Scanline and Trace
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Dave, on Jul 24 you wrote:
-
- RB> > How about we define a base scene as a benchmark that everyone can render
- > > for comparison. This could go in the FAQ for future reference.
-
- > I think this is a great idea. I also think it would be nice to have some
- > kind of standard Imagine directory configuration, so that we could swap
- > projects with each other, (or even just staging files) instead of trying
- > to describe a complex process in words. It would possibly take up less
- > space, in some cases. Lots of problems with different versions though.?
-
- I keep all my projects in an assigned path (IM:) and if I give a project to
- someone they can put it anywhere and assign IM: to that directory.
- The problem now is not just different versions but different platforms.
- Filenames and paths are not the same:-
-
- Amiga:MyCurrentRender.imp/objects/Big_SpaceShip.iob
-
- PC:\MyCurren.imp\objects\Big_Spac.iob (or something like that).
-
- Staging files alone are no good without the objects they try to load.
-
- Perhaps there is a compromise that could be worked out, it would make
- solving someone's particular problem a lot easier.
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
-
- Date: Wednesday, 26 July 1995 04:17:11
- Subject: ------=> Sorry NO Subject!
- From: imagine-relay@email.sp.paramax.com
-
-
- ----------------------------------------------------------------------------
-
- On Jul 25, 2:06am, imagine-relay@email.sp.paramax.com wrote:
- >
-
- > > From: Robert Byrne <rbyrne@3dform.edex.edu.au>
- > >
- > > How about we define a base scene as a benchmark that everyone can render
- > > for comparison. This could go in the FAQ for future reference.
- >
- > Someone finally did this on CompuServe, after years of online idle
- > speculation. The results floored me. A Pentium machine rendered
- >
- > TWENTY-FIVE
- >
- > times as fast as my 25 MHz Amiga 3000! I was in shock for days.
- >
- >
-
- You must also realize that it is not just processor speed that makes this
- possible. The rest of the computer makes a difference.
-
- For example, the pentium has a faster hard drive, a faster bus, faster RAM and a
-
- larger CPU cache. So the processor may only be ten times faster, but the rest
- of the computer makes it accomplish the actual work much faster.
-
-
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Wednesday, 26 July 1995 04:54:57
- Subject: ------=> Sorry NO Subject!
- From: imagine-relay@email.sp.paramax.com
-
-
- ----------------------------------------------------------------------------
-
-
- Greg Denby wrote:
- -3.3 definately
- -does need the color definitions in order to render Global Fog. For
- -a night scene I found it necessary to set the horizon etc to 1,1,1.
- -Then the fog worked.
-
- -Anyone else running into this under different circumstances?
-
- No, I cant say that I have encountered this problem, but there is something
- funny going on with the way Im3.3 handles fog. I just sent a mail to the IML
- telling about a problem with using fog objects togheter with depth of field, is
-
- strange to say the least.
- I have a friend that rendered a buitifull surrealistic picture with globalfog
- yesterday, and it turned out to be stuning. But he was using a backdrop image on
-
- a plate. So thats maybe why it worked?
-
- Anyone else?
- Later!
-
- Tom Granberg (Renderbrandt)
-
-
-
-
- Date: Wednesday, 26 July 1995 05:16:01
- Subject: ------=> Sorry NO Subject!
- From: imagine-relay@email.sp.paramax.com
-
-
- ----------------------------------------------------------------------------
-
- > I assume your are ray-tracing, of course. If parts of highly-refractive
- > objects appear black, it's often because Imagine's Resolve Depth has
- > been exceeded for those pixels, in which case Imagine throws its hands
- > up in the air and colors them black. Try doubling your RDSP Preferences
- > parameter, then re-render the same image and eyeball the old and new
- > images. If the new images shows less black areas, you're on the right
- > track, and can keep bumping RDSP up until the problem has disappeared.
- > The fact that you say no black exists in the environment, strongly
- > suggests that RDSP is the culprit.
-
- I have tried this all the way up to the maximum RDSP with absolutely
- no effect. There does not seem to be much change in the raytrace
- time either, which I found somewhat curious. It took around
- 3 min 5 sec at the default RDSP setting, and around 3 min 15 sec
- at the maximum setting of 16. There was no change in the maximum
- stack space utilized either, which I found extremely odd, since
- I seem to recall that a greater RDSP setting involved greater
- degrees of recursion, and hence more stack usage.
-
- The only thing which seems to effect it is a greatly decreased
- index of refraction, which must be set no more than about 1.1.
- It seems work just fine on spherical objects of both types,
- however, even with a large index of refraction.
-
- ___________________________________________________________________
- | Internet: VISHART@ubvms.cc.buffalo.edu
- Joseph Hart | /// Plink : OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ FreeNet : af804@freenet.buffalo.edu
- | *** AMIGA - Computers for REAL MEN ***
- ===================================================================
-
-
- Date: Wednesday, 26 July 1995 05:50:23
- Subject: ------=> Sorry NO Subject!
- From: imagine-relay@email.sp.paramax.com
-
-
- ----------------------------------------------------------------------------
-
- >
- > Well, assuming UniVesa is installed and works correctly with your
- > video card, you simply go to Preferences, edit the line that says:
- >
- > ... imagine screen width: 0=640 1=800 2=1024 3=1200
- >
- > change the "value" to 2.
-
- I have the full complement of VESA video modes, but I want to be able
- to use one mode for the editors, and quick-render to another video mode.
- IE., I run the editor in 800x600 or 1024x768, but I want to quick-render
- to 640x480 and have it displayed on a 640x480 screen! It always displays
- on the same size screen as my editor is in. I'd also like to be able to
- use even smaller quick-render sizes (320x200, 160x100, etc), but these
- pics are way too small displayed on a 800x600 or 1024x768 screen...
- Thanks for any info.
-
- SJG
-
-
-
- Date: Wednesday, 26 July 1995 06:52:31
- Subject: Re: Realistic Glass!!!! (long)
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >To: Lumbient@aol.com
- >From: bilboyce@iconz.co.nz (Bill Boyce)
- >Subject: Re: Realistic Glass!!!! (long)
- >
- >>OK, I know all of you probably remember the "cups.jpg" problem. Well I'm not
- >>gonna send the glass I made(unless you want :) <<ducking>> But what I've
- >>done is to create glass!
- >>
- >>A) REVELATIONS
- >>---------------------------
- >>Yesterday I was sitting there with a plastic glass(is that possible?) and I
- >>picked it up, stared in amazement. I said to myself, " thats why imagine
- >>can't create glass". What I had seen was specular spots from every light in
- >>the room cast on the material not in spots but rather linear, up and down
- >>along the surface. Well I know imagine can't do this, so I set out to try to
- > ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- >Sure it can.
- >Have you tried making sure the edges (ie where Rim and Base join the
- >body) are 'Sharp' ie 'Make Sharp'. This is something I have recently
- >discovered to make a huge difference on these type of objects, and
- >you do end up with linear highlights, and great rim highlights. I've
- >just finished an object using this and it looks great, without any
- >special mapping tricks.
- >
- >The guts of it is, always analyse your object for edges which should be
- >sharp and make them sharp! It makes a big difference to phong smoothing,
- >too.
- >
- >Bill
- >
-
-
-
- Date: Wednesday, 26 July 1995 07:01:22
- Subject: Re: An old challenge - How are diamonds done ?
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >> I assume your are ray-tracing, of course. If parts of highly-refractive
- >> objects appear black, it's often because Imagine's Resolve Depth has
- >> been exceeded for those pixels, in which case Imagine throws its hands
- >> up in the air and colors them black. Try doubling your RDSP Preferences
- >> parameter, then re-render the same image and eyeball the old and new
- >> images. If the new images shows less black areas, you're on the right
- >> track, and can keep bumping RDSP up until the problem has disappeared.
- >> The fact that you say no black exists in the environment, strongly
- >> suggests that RDSP is the culprit.
- >
- >I have tried this all the way up to the maximum RDSP with absolutely
- >no effect. There does not seem to be much change in the raytrace
- >time either, which I found somewhat curious. It took around
- >3 min 5 sec at the default RDSP setting, and around 3 min 15 sec
- >at the maximum setting of 16. There was no change in the maximum
- >stack space utilized either, which I found extremely odd, since
- >I seem to recall that a greater RDSP setting involved greater
- >degrees of recursion, and hence more stack usage.
- >
- >The only thing which seems to effect it is a greatly decreased
- >index of refraction, which must be set no more than about 1.1.
- >It seems work just fine on spherical objects of both types,
- >however, even with a large index of refraction.
- >
- As mentioned in another post, sharp edges are important. Try making
- sure the edges of the facets on the diamond are 'Sharp' edges. Otherwise
- the phong alogriths screw things up, which I think causes these blackness
- problems. Worth a Crack!
-
-
-
- Date: Wednesday, 26 July 1995 07:25:40
- Subject: Re: Fog objects vs. DOF!
- From: "DEBEAUMONT, GEORGE" <debeaugw@songs.sce.com>
-
-
- ----------------------------------------------------------------------------
-
- "Granberg Tom" <tom.granberg@TV2.no> wrote:
- >I have run into a unusual problem.
- >I working on a project where Im building a virtual studio for a show, where I
- >have lights running along the edge of the roof. So I put an extruded fog object
-
- >as wide as the light, with the fogtop texture on it, to simulate light haze.
- >It looked great when rendered, but hey I wanted depth of field to. To get that
-
- >extra realism into the picture. Then the problem jumped in with full power, it
-
- >only blurred what was behind the fog object and nothing else, and it didnt
- >matter how far or how close the fog object was to the camera. To check if I was
-
- >wrong I deleted the fog object, and hey presto, nice dof. So there must be
- >something wrong here, or at least something I've overlooked.
-
- Tom is correct. Fog objects don't appear to work well with the depth of
- field function enabled. Specifically, other objects (viewed through a fog
- object) have an inaccurate depth of field. The point of focus appears to be
- at a distance much farther from the camera.
-
- With transparent objects the problem is even worse. Other objects (viewed
- through a transparent object) all appear in perfect focus!
-
- Both of the above problems occur in both scanline and trace. I'm sure one
- of the theoretical types on the list can explain the reason for these
- shortcomings.
-
- George deBeaumont
- debeaugw@songs.sce.com
-
-
-
- Date: Wednesday, 26 July 1995 09:03:25
- Subject: Re: Inertia ??
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >Hi all,
- > whilst rendering last night I managed to generate an inertia like
- >effect even though I didn't want it. And I actually would like to get
- >rid of it!
- > The Scene: I created a logo in the spline editor. I wanted to
- >achieve the effect of the letters starting in the horizontal position and
- >then one by one rotating up into the vertical, pivoting about the bottom
- >of the character (clear?).
- >I created a bunch of states with the letters in the required 90 and 45
- >degree angles such that as one letter reached 45 degrees the next one would
- >start to rise... and as one letter reached the vertical position, the
- >next would be at 45 degrees. A sort of cascade effect.
- >A quickrendered animation in the details editor and it all looked very nice
- >and mechanical.
- >
- > The Effect: Scanline rendered anim. The letters seem to 'bounce'!
- >Before each letter starts to rise up, it would rotate down a little bit
- >and then pop back up [This movement downwards would actually occur in the
- >frames *before* the character was even defined to have move!!]. When the
- >letter reached the upright position it would overshoot by just a fraction
- >(probably only 2 frames worth) and then return to the upright position.
- >
- > Although, in the end, this gives a more natural looking movement, I
- >really want to know why I am not getting the purely mechanical movement
- >that I specified.
- >
- > Any takers?
- >
- >MiKE (Cstar on #amiga)
- > memfc@alinga.newcastle.edu.au http://joffre.newcastle.edu.au/
-
- O.K., easy one. What's happening is as soon as you go into the stage, Imagine
- applies spline interpolation to all your movements, alignments etc. The
- default values are a little exagerated to say the least, and in your case
- you need to go through and in the Action editor switch of Spline Interpolation
- (i think that's what it's called) in each position and alignment etc bar. This
- will return to the mechanical look, or you can decrease or increase the spline
- start and end values to reduce/increase the effect. RTFM for more info.
-
- Bill
-
-
-
- Date: Wednesday, 26 July 1995 09:05:53
- Subject: Re: Imagine 4.0 Questions
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >> From: Appalchin@aol.com
- >>
- >> What all is supposed to be in Imagine 4.0.
- >
- >Things I know so far:
- >
- >4.0 will include metaballs, new lights that cast soft shadows in trace
- >mode, motion blur. Not specifically mentioned, but supposed to be
- >included, is alpha channel support to replace (and improve) the old
- >genlock feature. 4.0 will be available for Amiga and Windows; other
- >platforms have been mentioned as well. It will be available to new
- >owners, but very tentative messages by Mike Halvorson would seem to
- >indicate a large retail price (over $1000) for 4.0/Windows if you're not
- >upgrading, current Imagine owners would be able to upgrade for a much
- >more reasonable price.
- >
- >That's all I can remember at this point.
- >
- >
- And what of the talk (and hint in the 3.3 install sheet) about 4.0 being the
- last Imagine? Has Impulse elaborated/explained?
-
-
-
- Date: Wednesday, 26 July 1995 09:34:45
- Subject: Re: DCTV
- From: Ayalon Hermony <ila2024@zeus.datasrv.co.il>
-
-
- ----------------------------------------------------------------------------
-
-
- Hello,
-
- I asume you have DCTVpaint, so you can convert DCTV pic back to 24bit,
- but, you want to batch conversion of several files ?
-
- The only way I can help, use front end to ADPro, maybe FRED, and batch
- convert the files.
- ADPro should have read/write ability of DCTV files.
-
- Btw, what 'readdctv' does? Where ? What? Shareware?
-
-
- How od you come back from 3D ?
- Ayalon M. Hermony, Internet: ila2024@datasrv.co.il
-
-
- On Sun, 23 Jul 1995, Mike McCool wrote:
-
- > Hey y'all,
- >
- > This may seem off topic,--but I swear on John Wayne's ghost it's
- > pertinent.
- >
- > Do any of you know of a util that will convert DCTV pix BACK to
- > straight 24bit pix?Going the other way's no prob,--but coming back
- > isn't so easy.
- >
- > (I do have "readdctv," and it's better than nothing, but not by
- > much).
- >
- > I'm eternally grape-leaved.
- >
-
-
- Date: Wednesday, 26 July 1995 09:51:11
- Subject: Re: DCTV to VCR problem
- From: Ayalon Hermony <ila2024@zeus.datasrv.co.il>
-
-
- ----------------------------------------------------------------------------
-
-
- Hello,
- I'd use DCTV PAL and A3000 for years now, no problems at all.
- I record from it, to Sony PAL VHS by scart connector, no problems.
- Maybe try this:
-
- - Attach the DCTV video out to composite video monitor, see if you get any
- color pic at all.
- - If yes to the above, it means your DCTV video out is O.K.
- So check the scart cable. Maybe you should switch the in/out plug, maybe
- you're trying to record via the video out of the scart (mine has scart
- connector on one side, 2 RCA audio in/out, 2 RCA video in/out, 2 BNC
- video in/out, on the other side)
- - Check your VCR record function, if it records from the aerial in (the
- antena connector) it may have problem recording from the video in.
- - Connect the DCTV video out to VCR video in.
- Connect VCR video out to COMPOSITE video in of your video monitor.
- Put some DCTV pic with A3000, you see nothing yet.
- Press Record and Pause in your VCR, you should see the DCTV pic now.
-
-
-
- How od you come back from 3D ?
- Ayalon M. Hermony, Internet: ila2024@datasrv.co.il
-
-
- On Mon, 24 Jul 1995, Thomas Krpic-Mocilar wrote:
-
- > Hi,
- >
- > I have bought a DCTV (PAL) from AmigaOberland more than a year ago and only
- > used it for digitizing (and printing) pictures. I used it on my A3000
- > without problems.
- >
- > But when I tried to get a DCTV animation on video tape, I got no result.
- > I connected the "video out" interface of the DCTV with the "Scart"
- > interface of a Hitachi VHS-recorder. Although I think the cable was
- > correct and I did everything right, no (!) picture appeared on the VCR
- > screen. Has anyone faced similar problems? Is something wrong with the DCTV
- > unit?
- >
- > I then tried the same with my old A500 (2.5 meg RAM). The DCTV didn't
- > even produce a colour image at all but only greyscale pictures. The
- > animation recording didn't work as well. Why is there no colour output on
- > the A500 (RGB output)?
- >
- > I would be glad if I received help.
- >
- > T.K.
- >
- >
-
-
- Date: Wednesday, 26 July 1995 10:04:04
- Subject: Re: Video boards
- From: Ayalon Hermony <ila2024@zeus.datasrv.co.il>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Tue, 25 Jul 1995 Garry61@aol.com wrote:
-
- > In the PC world, has anyone or has Impulse devised a compatibility list
- > for Graphics boards that are proven to work in all VESA modes with Imagine.
- > I think this would be a very useful list for the Amiga users that are
- > contemplating moving to the PC.
- > I think the list should be of those boards that run stock without third
- > party work arounds such as UNIVESA. Or a tri-list of those that work stock,
- > those that work with third party workarounds,and those that do not work at
- > all.
- > If anyone wishes to start one ( I can ) let me start the list by adding
- > mine,
- > Diamond Stealth 24 VLB - works in all modes
- >
- >
- > Render on....... andon........ and on.........and....
- >
-
- Tseng4000p 2M RAM, PCI on Pentium 100MHz.
-
- How do you come back from 3D ?
- Ayalon M. Hermony, Internet: ila2024@datasrv.co.il
-
-
-
- Date: Wednesday, 26 July 1995 10:21:16
- Subject: Re: Lights in raytrace.
- From: sauvp@citi.doc.ca (Patrick Sauvageau)
-
-
- ----------------------------------------------------------------------------
-
- >I really don't understand why lights that work in scanline don't work in trace.
-
- >
- >To be more specific, creating a sphere, giving it a 'light' attribute,
- >seeing that it works fine in scan but throws no light in trace.
- >
- >Somone was kind enough to point out that a little bit of fog attribute will
- >"let the light out", and that works well thank you.
- >
- >But this seems very kludgy. Counterintuitive. Why do my lights need to be
- foggy?
- >
- >
- >Tom Ellard, Severed Communications Australia tome@next.com.au
-
- It's beacause light do not come from the surface of a "light" object, but
- from it's axis. Since in a sphere, the axis is inside the object, the
- surface is blocking all the light. If you want to add a light source in your
- scene, you can just add an axis and make it "light".
-
- Remember: polygon do not emit light; axis do, allway.
-
- -----
- Patrick Sauvageau
- (sauvp@citi.doc.ca)
-
-
-
- Date: Wednesday, 26 July 1995 10:51:55
- Subject: RE:Inertia
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi Mike Cheng!
-
- The answer to your problem is spline interpolation, set in the action bar of the
-
- object(group)in the action editor. This is set to doing spline interpolation by
-
- default, but by turning their values to zero, I think that will give you the
- wanted mech look your after. Correct me if I'm wrong.
-
- Later
-
- Tom Granberg (RenderBrandt)
-
-
-
-
-
- Date: Wednesday, 26 July 1995 11:23:26
- Subject: Render Model (was Re: Scanline and Trace)
- From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Andrey, on Jul 25 you wrote:
-
- > Here are the results of the rendering times comparison that I
- > promised:
- >
- > RESULTS OF THE RENDERME SURVEY ON COMPUSERVE 6/25/95 - 7/2/95
- >
- <deleted>
-
- Thanks for that, very informative and useful when the time comes to
- upgrade.
-
- As my original message asked if we should'nt define a standard render model
- for future reference, is there any detailed information on what project was
- actually used to get these render times. I'm looking to the future when
- someone may, for example, add an 060 or some other board to their computer
- or Impulse releases a version for another platform.
- They could render the "model" and we would have an accurate comparison to
- add to the list.
-
- Thanks for the feedback, Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
-
- Date: Wednesday, 26 July 1995 11:23:46
- Subject: Re: Lights in raytrace.
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Hey Tom,
-
- Try sizing the axis of your object up, till it exceeds the outer
- surface of the sphere, and see if the light works then.
-
- On Wed, 26 Jul 1995, Tom Ellard wrote:
-
- > I really don't understand why lights that work in scanline don't work in trace
- .
- >
- > To be more specific, creating a sphere, giving it a 'light' attribute,
- > seeing that it works fine in scan but throws no light in trace.
- >
- > Somone was kind enough to point out that a little bit of fog attribute will
- > "let the light out", and that works well thank you.
- >
- > But this seems very kludgy. Counterintuitive. Why do my lights need to be fogg
- y?
- >
- >
- > Tom Ellard, Severed Communications Australia tome@next.com.au
- >
- >
-
-
- Date: Wednesday, 26 July 1995 11:25:16
- Subject: JPEG Pictures!!!
- From: Fernando D'Andrea <DANDREA@aton.inf.ufrgs.br>
-
-
- ----------------------------------------------------------------------------
-
- Hi, imagineers!
- I liked this idea (send small JPEG pictures from Imagine
- renderings). Everybody who got a cool result and get small sized
- JPEGs from it could send it by email.
- Just to remember: a "small JPEG" can't be larger than 10, 12 Kb.
- Sorry my poor english.
-
-
- *********************************
- Fernando Pena D'Andrea.
- E-Mail: dandrea@aton.inf.ufrgs.br
- *********************************
-
-
- Date: Wednesday, 26 July 1995 11:29:57
- Subject: Fingerprint-fault
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
- This is cool, correcting my own mail?
-
- Well if you noticed, you would have to inverse the specular mapping as well, if
-
- you didnt do it in your image proccesing program?. Imagine will use the luma and
-
- color values to determine the specularity on the object. Another tip is to use
- that same map as a hardness mapping, remember to cross the inverse button to get
-
- zero or 50% if you mix/morph it 0.50, hardness on the fingerprints itself.
-
- Bye for now!
-
- Tom Granberg (Renderbrandt)
-
-
-
- Date: Wednesday, 26 July 1995 11:30:58
- Subject: Bying PentiumPC
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Bill Graham wrote among other things:
-
- -platform "war" (stupid term, really). I'm going to keep my amiga(s), but
- -there is no denying the rendering speed increase. Please reply to me directly
- -at w.graham6@genie.geis.com
-
- Yepp, the speed increase itself is infact a good reason to outstand the F***ING
-
- DOS. Speed increase means that you get more work done in less time, plus as
- somone else stated, you can make sure it looks right by playing around.
- We also got PAR on one of the Pentiums, but that to are a DOZZZZ program, and
- that is a bit anoying, since I would have to quit Imagine or anything else for
- that mater, to use it. But still a great software/hardware, wouldnt be without
- it a second.
- So PentiumPc's are good enough as work horse goes, but no way I'm using it for
- other things than realy heavy applications. Ok Photoshop runs hell of a lot
- faster on it to!
- So a multiplaform choise works best for me, but anyone with different needs,
- will do different things. I'm no Amiga or Pc freak, I love doing graphics, and
- as such I have to give my A4000 Warp4040 a warm hug due to the imense diverse
- and cheap software you could by for it, as well as a superior OS in terms of
- usabilety.
-
- Later!
-
- Tom Granberg (Renderbrandt)
-
-
- Date: Wednesday, 26 July 1995 11:41:44
- Subject: Object format
- From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
-
-
- ----------------------------------------------------------------------------
-
- I'm considering writing a programming utility that would allow imagine
- designed objects to be included in games.
- Does anyone know what the programming structure of the object files are?
- Has anyone done anything with the objects files before?
-
- Darryl
-
- -- Via DLG Pro v1.0
-
- #####\ _ /#####
- #( )# | _( )__ | #( )#
- ##### | /_ / | #####
- #" "# | ___m/I_ //_____ | #" "#
- # O # |____#-x.\ /++m\ /.x-#____| # O #
- #m.m# | /" \ ///###\\\ / "\ | #m.m#
- #####/ ######/ \###### \#####
-
-
- Date: Wednesday, 26 July 1995 11:42:06
- Subject: Re: DCTV
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Hey,
-
- You asked about 'readdctv.' It's a pd program that reads a dctv
- file and converts it back to a 24bit file. It can be used as a batch
- processor, if you invoke the amigados dpat function.
-
- I'd say its only drawback is that the files seem to come out a
- bit dark, compared to the original 24bit source. But hey, for folks who
- don't have access to Fred and AdPro, it's better than nothing.
-
- I don't even remember where on aminet I found it. Lemme know,
- I'll send you a copy.
-
-
- Date: Wednesday, 26 July 1995 11:56:20
- Subject: Re: An old challenge - How are diamonds done ?
- From: "JOSEPH F. HART" <VISHART@ubvms.cc.buffalo.edu>
-
-
- ----------------------------------------------------------------------------
-
- Greetings......
-
- This is an update to the list of attempts I have made to
- make a transparent faceted diamond using a standard brilliant cut.
- I am very grateful for all the kind responses I have received so far.
- The following things have been attempted so far, without success :
-
- Solid diamonds with attributes set as follows :
- reflectivity - red= 0, blue= 0, green= 0
- filter - red=255, blue=255, green=255
- color - red=255, blue=255, green=255
- refractive index - 2.42
- This is the original problem.
-
- Hollow diamonds with an interior set of surfaces similar to the
- exterior :
- The interior set of faces tend to cancel the refraction
- effects caused by the outer set of faces.
-
- A lower refractive index :
- This is the only thing so far that produces a transparent faceted
- diamond, but with a very low refractive index around 1.1
-
- A higher value for RDSP :
- This appears to have no effect whatsoever on increasing the
- transparency. The maximum value available is 16.
-
- Selecting all edges and making them hard :
- This appears to have no effect whatsoever on increasing the
- transparency.
-
- I hope I haven't skipped anything.....:-) My sincere thanks go to
- all who have responded so far. Please keep up the good work.....:-)
-
-
- ___________________________________________________________________
- | Internet: VISHART@ubvms.cc.buffalo.edu
- Joseph Hart | /// Plink : OSS542
- Niagara Falls, NY | \\\/// Ham call: WA2SND
- | \XX/ FreeNet : af804@freenet.buffalo.edu
- | *** AMIGA - Computers for REAL MEN ***
- ===================================================================
-
-
- Date: Wednesday, 26 July 1995 12:07:31
- Subject: Re:Radiosity
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- Rick Heidebrecht writes:
- (about radiosity)
- >I know, its really, REALLY slow,
-
- Havinf seen radiosity generated images, I too wish for the effect.
- But saying the process is "really, REALLY slow," may be a major
- MAJOR understatement. I found a German sight of the Web where they
- were using a Thinking Machines CM5 with 128 processors and it took
- days to render a rather boring room. Somewhere, perhaps 3D Artist,
- there is an article about a recent implementation of radiosity in a Mac
- package. Rendering time went from about a half an hour for a trace
- to something like five days for the radiosity rendering.
-
- However, there may be ways of setting it up that are much more
- efficient. One company, Lightscape I think is there name, says their
- system, used on SG's allows real time walk thrus. They don't say if
- that is after days of set up.
-
- Greg Denby
-
-
- Date: Wednesday, 26 July 1995 12:10:13
- Subject: Inertia ??
- From: Mike Cheng <memfc@alinga.newcastle.edu.au>
-
-
- ----------------------------------------------------------------------------
-
- Hi all,
- whilst rendering last night I managed to generate an inertia like
- effect even though I didn't want it. And I actually would like to get
- rid of it!
- The Scene: I created a logo in the spline editor. I wanted to
- achieve the effect of the letters starting in the horizontal position and
- then one by one rotating up into the vertical, pivoting about the bottom
- of the character (clear?).
- I created a bunch of states with the letters in the required 90 and 45
- degree angles such that as one letter reached 45 degrees the next one would
- start to rise... and as one letter reached the vertical position, the
- next would be at 45 degrees. A sort of cascade effect.
- A quickrendered animation in the details editor and it all looked very nice
- and mechanical.
-
- The Effect: Scanline rendered anim. The letters seem to 'bounce'!
- Before each letter starts to rise up, it would rotate down a little bit
- and then pop back up [This movement downwards would actually occur in the
- frames *before* the character was even defined to have move!!]. When the
- letter reached the upright position it would overshoot by just a fraction
- (probably only 2 frames worth) and then return to the upright position.
-
- Although, in the end, this gives a more natural looking movement, I
- really want to know why I am not getting the purely mechanical movement
- that I specified.
-
- Any takers?
-
- MiKE (Cstar on #amiga)
- memfc@alinga.newcastle.edu.au http://joffre.newcastle.edu.au/
-
-
-
- Date: Wednesday, 26 July 1995 12:41:18
- Subject: Re: Imagine 4.0 Questions
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > 4.0 will be available for Amiga and Windows; other
- > platforms have been mentioned as well.
-
- Correction, Imagine 4.0 will *not* be available for Windows, only for
- DOS. A separate program WinImagine will be released after 4.0 is out.
-
- Andrey
-
- ZIPtag * (D)inner not ready: (A)bort (R)etry (P)izza
-
-
-
- Date: Wednesday, 26 July 1995 12:42:22
- Subject: Re: Radiosity
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > Am I the only one that would like to see radiosity in Imagine 4.0? I
- > know, it's really, REALLY slow, but you can do things that just can't be
- > done with raytracing. I think if the guys at Impulse could find time to
- > implement radiosity it would really put Imagine over the top.
-
- I'd much rather see better interface than radiosity.
-
-
- Date: Wednesday, 26 July 1995 12:56:02
- Subject: Motion Blur Trick
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
-
- I have come up with a good way doing motion blur for real, I think so anyway and
-
- shall test it when I get back from Siggraph.
- But having used Lightwave for a while as well as Imagine, I think it should
- work. Lightwave uses it's Antialiasing threshold to make motion blur. So I
- figured that if you took the finished rendered pictures into lightwave as a
- animated backdrop. Dont ad lights, just standard rendering setup, but with 8 or
-
- 12 antialiasing steps, it will create real motion blur. And I dont think it
- would take up so much extra rendering time either. If this works I will start
- using Lightwave as my motion blur "plug in" for Imagine.
-
- Later!
-
- Tom Granberg (Renderbrandt)
-
-
- Date: Wednesday, 26 July 1995 13:02:35
- Subject: Any way to save paths as x,y,z coordinates?
- From: Aki Laukkanen <alaukka@voimax.voima.jkl.fi>
-
-
- ----------------------------------------------------------------------------
-
- I know this must sound ridiculous but is there any way to save paths
- as x,y,z coordinate queue? I know this effect would be possible by
- extruding an edge (or a point) along a path and then saving the
- results. Unfortunately atleast Imagine 2.0 AF cover version (I'm a
- poor guy) doesn't allow this. It's only possible to extrude faces and
- it's a tad tedious process to manually delete thousands of points. Or
- is there an another way to achieve this? The intended use would be in
- our (Stellar) demo production as a object movement editor. (I wrote my
- own editor using splines but it's pretty unintuitive)
-
-
- .... RTFM.
-
- * Offline Orbit 0.75a *
-
-
- Date: Wednesday, 26 July 1995 13:27:11
- Subject: Re: Inertia ??
- From: --Craig <dalamar@MIT.EDU>
-
-
- ----------------------------------------------------------------------------
-
- I'm pretty sure this is a result of the spline interpolation that
- Imagine uses. (I'm also pretty sure someone else has answered this
- already, but that's the problem with getting almost 100 email a day:
- phase lag). Anyway, Imagine is doing some sort of spline fit that
- creates a curve going from 0 to 90 degrees rotation. In your case, the
- fit seems to give a slight downward curve first. Playing with the
- initial and final velocities (and possibly the number of frames,
- depending on how they've implemented it) should clear up your problem.
- I would suggest setting the intial velocity to either + or -0.01 and
- the final velocity to either either 0 or - or +0.01. Not sure which
- way it's oriented, and I'm on a PC, so I can't check it out.
-
- Use 'Make Anim' with 'Quick Stage' in the Stage Editor to get a fast
- preview of your work. In my experience, it's about 10 times faster to
- preview than Make Anim without Quick Stage.
-
- Hope this helps.
-
- --Craig
- dalamar@athena.mit.edu
-
-
- Date: Wednesday, 26 July 1995 13:29:10
- Subject: Mr. Mike H
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- I am an Imagine user, I was wondering if it would be possible to
- purchase just the "manual" from Impulse since I had it stolen from me
- awhile ago at work...if so please let me know.
-
- PANTERA
- pantera@voyager.com
-
-
-
-
- Date: Wednesday, 26 July 1995 13:32:36
- Subject: Looping Timeline
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- well I took somebodies advice about vreating a LOOPING "randomripple"
- water animation. What i did was create three different planes, all
- having the "random ripple' texture on them, one with the -1 timeline,
- the other with a 0 timeline and the last with a 1 timeline. I morphed
- all these together:
-
- putting plane1 on frame 1
- putting plane2 on 2-10
- putting plane3 on 11-21 and I tried 11-20
-
-
- when i play back the animation I get a flickering effect showing that
- the looping is not working, and YES i did try eliminating the last frame
- so that the first and last wouldnt be exactly the same. but its not
- working. Somebody know what's going on?
-
- PANTERA
- pantera@voyager.com
-
-
-
-
- Date: Wednesday, 26 July 1995 13:35:10
- Subject: Rendering speed
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- could someone with a 120 Pentium please render such a frame and let me
- know how long it took to render it in TRACE mode?
-
- checkered ground
- 2 spehre with differnet textures (you choose, the more complicated the
- better)
- and maybe 2 lightsources casting shgadows.
-
- I'd apprecite this since I'm definitely going to move on to the PC,
- cause i can't understand why anyone could have the patience to wait for
- the AMiga to catchup to the PC. =) thanks!
-
- PANTERA
- pantera@voyager.com
-
-
-
-
- Date: Wednesday, 26 July 1995 13:36:28
- Subject: Lensflare
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- is it me or does the lensflare on lightwave look better than the one in
- Imagine, I was just curious, since they both seem very similar but i
- thought i noticed a slight difference. thanks!
-
- PANTERA
- pantera@voyager.com
-
-
-
-
- Date: Wednesday, 26 July 1995 13:46:26
- Subject: Re: letter from Olga! =)
- From: Dave Rhodes <dave@darhodes.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- > > What the hell do people wanting citizenship in exchange for sex have to do
- > > with Imagine.
- >
- > Hey, at this point, I'm considering soft shadows in exchange for sex!
-
- ..well I'd swap my citizenship for a cross platform amiga 3.0 to PC 3.3
- and-all-points-north imagine upgrade.(and a pent 120, 64Mb ram etc.etc... )
-
- Come on, - I've hardly used it....
-
-
-
-
- --
-
- ~===========================================================================~
- Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England -
- ---------------------------------------------------------------------------
-
-
- Date: Wednesday, 26 July 1995 13:50:19
- Subject: Re: Professional vs. ?Amateur
- From: imag-l@phx.phxmedia.com (Imagine Users Mailing List)
-
-
- ----------------------------------------------------------------------------
-
- >
- > On Mon, 24 Jul 1995, Kent Marshall Worley wrote:
- >
- > >
- > > The Mighty Morphin Power Rangers looked raytraced to me!
- > >
- >
- > Nah, raytraced characters usually have better acting skills! :)
- >
-
- A friend of mine did the Scorpion animations for that movie - he was using
- Prisms. Whatever Prisms uses, that's what it is in the movie I guess.
-
- Lucky b*****d - he has a couple of Indigo 2 Extremes in his living room,
- works from home...
-
- j.
-
-
-
- Date: Wednesday, 26 July 1995 13:54:19
- Subject: Re: Virtual memory in Imagine.
- From: imag-l@phx.phxmedia.com (Imagine Users Mailing List)
-
-
- ----------------------------------------------------------------------------
-
-
- > So, after all that verbal diahorrea my question is, does 3.3 utilise a swap
- > file arrangement to solve this problem, akin to 3DStudio's solution. (I know,
- > 3DStudio is much more expensive, but Imagine seems so well kitted out in other
-
- > areas - as above - why not here).
- >
- > If you can understand my meaning here, please email me.
- >
-
- I too have had this problem with Imagine - in fact it's one of the things that's
-
- preventing me from using it right away for some stuff I'm doing (using Truespace
-
- instead).
-
- A few days ago I saw a post from someone that stated how to make Imagine
- work under Win95 - is it possible that Win95's virtual memory scheme would
- be used by Imagine if run that way? I know that Win95 makes it's VM available
- to apps run in a DOS box - i.e. 16 Megs of real memory + 24 Megs of Win95 VM
- = 40 Megs of RAM to a DOS application run in DOS box.
-
- If that were the case, then problem solved. Otherwise, I too would like to
- cast my vote for some sort of Virtual Memory scheme for Imagine. Until then,
- I'm a little unwilling to use it in case I get into a "my scene is too big
- for Imagine" bind - which I am apt to do.
-
- j.
-
-
-
-
- Date: Wednesday, 26 July 1995 14:01:39
- Subject: Re: JPEG Pictures!!!
- From: imag-l@phx.phxmedia.com (Imagine Users Mailing List)
-
-
- ----------------------------------------------------------------------------
-
-
- > Of course, *I* should speak, right! I've sent UU files to the IML ohh, 3
- > times this month? Sure, I felt it was For The Common Good, but why
- > should my judgement be any better than that of other IML members who
- > feel their render holds some cosmic value? Maybe it's time for another
- > debate? After all, a year has passed, and the people on the List aren't
- > all the same as last year. Whaddya say?
- >
-
- I think that the exchange of images amongst members of the IML shouldn't be
- restricted - it's very useful and quite pleasing to see the results of your
- fellow Imagine users efforts. So, decision one, don't squash image exchange.
-
- Now, using the mailing list is obviously a pain in the butt for some members
- of the list - those that pay for their mail by the article, etc. Also,
- those with off-line readers are probably not too happy with having to sit
- through a 15 minute download just for one message.
-
- So, why not set up an easily accessible ftp site that people can use to swap
- images? <ahem> This is where I step in. I run an Internet Presence Provider
- here in Los Angeles, and I personally own over 7 hosts on my network. I would
- be more than happy to set up an image swapping site if it were needed and
- wanted - and I may even be able to turn it into a Web gallery if it were big
- enough and used often enough to justify the effort.
-
- Thing is - isn't there something like this already? Keep in mind that I have
- no limits to disk space, access time, etc (they're my machines after all) and
- we're connected via redundant T1 to the 'net. So, if there's any interest
- in this, I'll gladly set it up for the Imagine mailing list.
-
- j.
-
- jay@phxmedia.com
-
-
- Date: Wednesday, 26 July 1995 14:21:30
- Subject: Re: Re:Mike H
- From: Dave Rhodes <dave@darhodes.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Tom Granberg said,
-
- > Auch! I'll say Mike must be getting pissed by all this shit throwing, that is
- if
- > he read this mailing list. Even if I dont think that anyone of you is being
- > unfriendly, I do think that some of the crap recieved by you is sometimes
- > deserved. I've talked to Mike a lot of times,sometimes he is busy, and sometim
- es
- > he had the time to discuss other things than Imagine as well. But ofcourse whe
- n
- > someone call and ask for basic things they could read in the manual or complai
- n
- > about things everyone knows about or have mentioned a trilion times, maybe you
-
- > to would be a little harsh voiced?
-
- I've got to agree with you Tom, I think that what some people get from
- Mike H. is a reflection of their attitude when they communicate with him.
- We all know he's not the _customer-is-always-right_ , silver-tongued
- Yes-sir, No-sir three-bags-full-sir type of guy, (..He wouldn't have my
- respect if he was), but he's not a liar, and he's not out to cheat us out of
- anything. It's been said before,- if he was, we'd never hear from him at
- all.
- Have you noticed that whenever someone attacks him/Impulse in public,
- he responds in private ?
-
- One last thing on this subject, (for me..) .
-
- When I first joined this list, not so long ago, one of the first personal
- mails I got was from Mike H. It was about two lines long, and was only a
- jokey comment about my sense of humour (!) , but boy, was I thrilled to
- get personal mail from the guy who owns the company that makes my favourite
- software, all those miles away...
- Now I reckon he reads the list, see's my name come up for the first time,
- and he sends me a note to say welcome. That's customer support skill.
-
-
- --
-
- ~===========================================================================~
- Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England -
- ---------------------------------------------------------------------------
-
-
- Date: Wednesday, 26 July 1995 14:21:30
- Subject: Re: Re:Mike H
- From: Dave Rhodes <dave@darhodes.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Tom Granberg said,
-
- > Auch! I'll say Mike must be getting pissed by all this shit throwing, that is
- if
- > he read this mailing list. Even if I dont think that anyone of you is being
- > unfriendly, I do think that some of the crap recieved by you is sometimes
- > deserved. I've talked to Mike a lot of times,sometimes he is busy, and sometim
- es
- > he had the time to discuss other things than Imagine as well. But ofcourse whe
- n
- > someone call and ask for basic things they could read in the manual or complai
- n
- > about things everyone knows about or have mentioned a trilion times, maybe you
-
- > to would be a little harsh voiced?
-
- I've got to agree with you Tom, I think that what some people get from
- Mike H. is a reflection of their attitude when they communicate with him.
- We all know he's not the _customer-is-always-right_ , silver-tongued
- Yes-sir, No-sir three-bags-full-sir type of guy, (..He wouldn't have my
- respect if he was), but he's not a liar, and he's not out to cheat us out of
- anything. It's been said before,- if he was, we'd never hear from him at
- all.
- Have you noticed that whenever someone attacks him/Impulse in public,
- he responds in private ?
-
- One last thing on this subject, (for me..) .
-
- When I first joined this list, not so long ago, one of the first personal
- mails I got was from Mike H. It was about two lines long, and was only a
- jokey comment about my sense of humour (!) , but boy, was I thrilled to
- get personal mail from the guy who owns the company that makes my favourite
- software, all those miles away...
- Now I reckon he reads the list, see's my name come up for the first time,
- and he sends me a note to say welcome. That's customer support skill.
-
-
- --
-
- ~===========================================================================~
- Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England -
- ---------------------------------------------------------------------------
-
-
- Date: Wednesday, 26 July 1995 14:38:00
- Subject: Metaballs
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> Since everyone is raving about the new mataballs modeller, I thoug=ht-> menti
- on the metashape modeller in GIG's 3DGO. It works like a meta=bal-> modeller, ex
- cept it also lets you use any other primitive in the p=rog-> (cubes, cones, toru
- ses (tori?))A little birdy (with a crowbar) told me Metaballs will be implimente
- din Imagine as an FX that will work both in Detail and Stage editors. /-------
- ----------------------- ___ ___ ___ ___ | Mike van der Sommen
- / __ /__/ /__/ /_ \ / | Santa Barbara, Ca.
- /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com HA
- US BBS (805-683-1388) | "Irony can make revenge a welcome alternative
- " \_____________________________________________________________--- =FE InterN
- et - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
- Date: Wednesday, 26 July 1995 15:35:55
- Subject: Fuzz texture tip...
- From: jprusins@cybergrafix.com (John Prusinski)
-
-
- ----------------------------------------------------------------------------
-
- Quick tip:
-
- Just playing around with the Fuzz texture in 3.3 (PC)
- I discovered (as I was working on a backdrop curtain for a
- stage set) that by setting the fuzz color close to the base
- color but lighter (in this case light magenta over purple) and
- cranking the specularity of the object while keeping it in the
- same color range (in this case VERY light magenta) and the
- hardness down, I was able to get (by playing with the texture
- size) a very believable range of fabric textures from coarse
- wool blanket to fine velvet (which in my case was just what
- the doctor ordered)!
- Not sure if this would have the same effect with a smooth
- object like a floor or a primitive, but it works great for objects
- with lots of folds in them to catch the light.
-
- John
- ________________________________________________
- | "The next great step toward a planetary holism is a |
- | partial merging of the technologically transformed |
- | human world with the archaic matrix of vegetable |
- | intelligence that is the Overmind of the planet." |
- | -Terence McKenna |
- |_______________________________________________|
-
-
-
- Date: Wednesday, 26 July 1995 15:43:16
- Subject: Grisly details of radiosity
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
- can't seem to reach Al's host 'brutus' so I may as well post...
-
-
-
- if a light or object moves, you get to do ALL the radiosity
- calculations again-- because you never know what that object or light
- could do to _every_ other object
-
- Clearly, radiosity performs the best if you only move the camera
- (which is pretty flexible, compared to raytracing, etc.). I've never
- seen it done, but I suppose you could cheat and move small objects
- with the assumption that they won't affect anything. In fact, by
- moving only the camera and insignificant objects, you could do some
- pretty killer animation in a short rendering time!
-
-
- ______________________________ Reply Separator _________________________________
-
- Subject: Re: Re[2]: Radiosity
- Author: Al Nehl <nehla@brutus> at ALTERNET
- Date: 7/26/95 2:22 PM
-
-
- Drew,
-
- What happens to the computational complexity if a light moves?
-
- Al Nehl
-
-
-
-
- Date: Wednesday, 26 July 1995 17:19:21
- Subject: Re: Inertia ??
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
- On Jul 26, 11:10am, imagine-relay@email.sp.paramax.com wrote:
- >
-
- > The Effect: Scanline rendered anim. The letters seem to 'bounce'!
- > Before each letter starts to rise up, it would rotate down a little bit
- > and then pop back up [This movement downwards would actually occur in the
- > frames *before* the character was even defined to have move!!]. When the
- > letter reached the upright position it would overshoot by just a fraction
- > (probably only 2 frames worth) and then return to the upright position.
- >
- > Although, in the end, this gives a more natural looking movement, I
- > really want to know why I am not getting the purely mechanical movement
- > that I specified.
- >
-
- It's the way spline interpolation works. If you don't want that, use a linear
- interpolation.
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Wednesday, 26 July 1995 17:20:07
- Subject: Imagine 2.0 Question. (DXF's)
- From: denryan@netcom.com
-
-
- ----------------------------------------------------------------------------
-
-
- I'd like to confirm or disconfirm something if I may:
-
- Does DXF import/load/whatever definitely *not* work in
- the Imagine 2 version distributed with the book "3D Modelling Lab"
- by Shaddock? Thanks in advance for any authoritative response.
-
- Denis B. Ryan
-
-
- Date: Wednesday, 26 July 1995 17:47:03
- Subject: Re: Tear Drop Quickie
- From: Fernando D'Andrea <DANDREA@aton.inf.ufrgs.br>
-
-
- ----------------------------------------------------------------------------
-
- > Good tip, but Steve Worley wrote about this years ago in Understanding
- > Imagine 2.0, so lets give him credit.
- >
- > On Sat, 22 Jul 1995 pantera@voyager.com wrote:
- >
- > > Just found a QUICKY way to make a tear drop (water drop) shape. All you
- > > do is add a sphere in the detail editor, then go to CONFORMATIONS,
- > > select CONFORM TO SPHERE and just pres ok. THERE you GO! Hope you guys
- > > get "some" use out of this.
- > >
- > > PANTERA
- > > pantera@voyager.com
- > >
- >
- Well, do a drop is relatively easy. Hard to do is the effect of
- the drop hitting the water (at least in 2.0 version). :( . Could
- someone help me to create this easily?
-
- *********************************
- Fernando Pena D'Andrea.
- E-Mail: dandrea@aton.inf.ufrgs.br
- *********************************
-
-
- Date: Wednesday, 26 July 1995 18:31:04
- Subject: Inertia. I'm a dud!
- From: Mike Cheng <memfc@alinga.newcastle.edu.au>
-
-
- ----------------------------------------------------------------------------
-
- D'oh!
- How could I be so silly! Thanks to andrew who was the first to come back
- with an answer. Of course, I was stupid enough last night to leave
- 'spline interpolation' on.
-
- You may shoot me at your leisure. Thanks in advance for the avalanche of
- replies I deserve for this oversight.
-
- render on
- MiKE (Cstar on #amiga)
- memfc@alinga.newcastle.edu.au http://joffre.newcastle.edu.au/
-
-
-
-
- Date: Wednesday, 26 July 1995 18:42:08
- Subject: FOUND Solution to 3.3 Bug!
- From: Jim Shinosky <tracker@en.com>
-
-
- ----------------------------------------------------------------------------
-
-
- It appears that the following message got bounce and the IML never received
- it so I'm reposting it. Here goes:
-
-
- Ok, ok, ok. I wish I hadn't mentioned the problem I had with Imagine
- creating a new directory for 3.3. After all it was only a minor annoyance
- to me and most of you seemed more interested in responding to that than my
- real problem. Well, here's what 3.3 did wrong:
-
- With all(or most) of my objects I have 3 states: DEFAULT, BEGIN, and END.
- The reason that my quickrenders looked fine and my renders from the project
- editor were messed up is because 3.3 loaded my objects up in the DEFAULT
- state(I'm pretty sure 3.2 loads it up in the state you saved it in and I
- never save objects in their default state) and all of their attributes
- were properly configured, so they looked good at first sight.
-
- BIG PROBLEM FOLLOWS:
-
- However imagine took all of my objects(about 30 of them with 4 to 8
- textures and maps each) and modified all of their states except DEFAULT
- in the following way:
- 1) It took the new brightness slider and cranked it to 255 for all
- objects. (BAD!)
- 2) It took every single friggin' texture and gave it a mix/morph value
- of 0.5. (VERY BAD)
- Since I my mountain object was white to begin with and the texture
- map was given a 0.5 mix/morph value the object looked like it had
- a white glow about it.
-
- Impulse, what were you thinking?!
-
- Anyway, it took quite a while to fix all of that for the objects just in
- this project. I've got a lot more in other, older projects but they can
- wait. Thanks to those few people who actually tried to help with this one
- even though I figured it out myself.
-
- Hopefully this will help anyone else who might come across this.
-
-
-
- Date: Wednesday, 26 July 1995 18:47:34
- Subject: Re: Render modes
- From: Fred Aderhold <fredster@sapphire.netrix.net>
-
-
- ----------------------------------------------------------------------------
-
- > -> From: imagine-relay@email.sp.paramax.com
- > ->
- > -> I have the full complement of VESA video modes, but I want to be a
- > -> to use one mode for the editors, and quick-render to another video mo
- > -> IE., I run the editor in 800x600 or 1024x768, but I want to quick-ren
- > -> to 640x480 and have it displayed on a 640x480 screen! It always displ
- > -> on the same size screen as my editor is in. I'd also like to be able
- > -> use even smaller quick-render sizes (320x200, 160x100, etc), but thes
- > -> pics are way too small displayed on a 800x600 or 1024x768 screen...
-
- Here's a suggestion - setup a new render preset 320x240. Use it for your
- quickrender resolution. This way, when the quickrender is displayed, you
- see it in a 640x480 screen. That is, it doesn't take up the whole screen,
- and it looks better (less jaggy).
-
- ----------------------------------------
- Fred Aderhold
- fredster@netrix.net
-
- If you can keep your head while all around
- you are losing theirs, you probably haven't
- checked your answering machine...
- --------------------------------------------
-
-
-
- Date: Wednesday, 26 July 1995 18:52:04
- Subject: RE:Radiosity (not slow!)
- From: Lumbient@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Radiosity is NOT slow! It allows raytracing in a few seconds on slow
- computers. Because radiosity is a pre-rendering calculation, its only
- calculating once. Then the raytracing continues but doesn't have to
- calculate the light at all! Meaning NO shadows rays are cast. Only
- reflections and rfractions are calculated.
-
- ---Lum
-
-
- Date: Wednesday, 26 July 1995 19:08:10
- Subject: Re: The bumps slide off my slug!
- From: Steve@mg-plc.demon.co.uk (Steve Gardiner)
-
-
- ----------------------------------------------------------------------------
-
-
- Mike McCool wrote :
- >
- > My only problem here is that if my slug/worm flies by the
- >camera too close, the texture loses its illusion of 3d, and
- >looks like a flat pattern on the skin. But hey, back off, and it looks
- >cool.
- >
- >
- >Good luck, fellow sicko.
- >
-
- Mike,
- The most likely reason that your bumpy skin looked flat on when you zoomed
- up close, is because the bumps aren't real. The textures are messing with
- the surface normals of the object to create shadows and highlights which
- seem like bumps. However, once the camera gets too close the illusion (which
- is what it really is) is uncovered.
-
- Does any of that make sense ?? Somebody else on the list can probably explain
- it better/fill in the gaps...
-
- Cheers
- --
- +-----------------==============+================-----------------+
- | Steve Gardiner | Paying my debt to society... |
- | Steve@mg-plc.demon.co.uk | Working in Business Publishing !|
- +-----------------==============+================-----------------+
-
-
- Date: Wednesday, 26 July 1995 19:52:51
- Subject: RE: Siggraph
- From: Kevin Bonifield <kevinb@spacecom.com>
-
-
- ----------------------------------------------------------------------------
-
-
- On Wed, 26 Jul 1995 16:11:02 -0400 Broctune@aol.com wrote:
- > Is Siggraph open to the public, is there an entrance fee or something?
- >
- >
- It is open to the paying public... ;-)
-
- See http://www.siggraph.org for more info and registration forms.
- There are various levels of access depending on whether you
- attend courses or just check things out. There is also a
- deadline, so hurry!!!! Can't remember what it is but one
- has passed already for early-birds. If you can't find the web
- page send me email and I will forward you more info (all my
- brochures are at work).
-
- Happy rendering!
-
- //Kevin
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Kevin Bonifield -***- SpaceCom Systems
- Software Engineer
- Phone: 918-488-4823
- Fax : 918-488-4848
- Inet: kevinb@spacecom.com
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-
-
-
-
-
- Date: Wednesday, 26 July 1995 20:22:21
- Subject: Video boards
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- [hack]
- > In the PC world, has anyone or has Impulse devised a compatibility list
- >for Graphics boards that are proven to work in all VESA modes with Imagine.
- > I think this would be a very useful list for the Amiga users that are
- >contemplating moving to the PC.
- [hack]
-
- I have a Cirrus 5434 PCI with 2MB of ram on. It will not work in Imagine on
- it's own but does work with UNIVESA. With univeas I can get up to
- 1024x768x64000 out of it.
- Chris Hall.
-
- |--------------------------------------------------------|\
- | You have been spoken to by Chris Hall ||
- | A very tall and generally nice bloke from Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/index.html ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 03 10 34 46 32 43 ||
- |--------------------------------------------------------||
- \---------------------------------------------------------\
-
-
-
-
- Date: Wednesday, 26 July 1995 20:22:24
- Subject: Re: Imagine wrong Colours
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- >Chris,
- >
- > In recent days I've come to feel there are a few folks on this list who
- >are extremely ,sensitive to the size of a posting to the list. If find out
- >why, please share the news with me. I think your sig. is fine. What's the
- >problem?
-
- I don't know what the problem is? People being bitchy maybe. Any way, I have
- modified it slightly but thanks for you support.
- Chris Hall.
-
- |--------------------------------------------------------|\
- | You have been spoken to by Chris Hall ||
- | A very tall and generally nice bloke from Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/index.html ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 03 10 34 46 32 43 ||
- |--------------------------------------------------------||
- \---------------------------------------------------------\
-
-
-
-
- Date: Wednesday, 26 July 1995 21:07:00
- Subject: Re: Don't kill me if this don't work
- From: ronsa@cix.compulink.co.uk (Ron Saggers)
-
-
- ----------------------------------------------------------------------------
-
- In-Reply-To: <950725172914_40567880@aol.com>
-
- > Subject: Don't kill me if this don't work
-
- Worked beautifully at this end mate. Try making the glass a little thinner
- maybe for more realism??
-
- Hi all Ive just joined and will be a listener only, for a while. I am
- running a second user Imagine 3 on a Miggy 4k 040 with 12 meg fast ram
- and VMM. I started with the Imagine 2 give away on the magazine cover.
-
- Ron Saggers
-
-
-
-
-
- Date: Wednesday, 26 July 1995 21:11:02
- Subject: Siggraph
- From: Broctune@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Is Siggraph open to the public, is there an entrance fee or something?
-
-
-
-
- Thanx
-
-
- Date: Wednesday, 26 July 1995 22:04:49
- Subject: Re: Siggraph
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > Is Siggraph open to the public, is there an entrance fee or something?
-
- If you register at the door, it's $50.
-
- Andrey
-
-
- Date: Wednesday, 26 July 1995 23:22:05
- Subject: Re: Realistic Glass!!!! (long)
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Wed, 26 Jul 1995, Bill Boyce wrote:
-
- > >To: Lumbient@aol.com
- > >From: bilboyce@iconz.co.nz (Bill Boyce)
- > >Subject: Re: Realistic Glass!!!! (long)
- > >
- > >>OK, I know all of you probably remember the "cups.jpg" problem. Well I'm no
- t
- > >>gonna send the glass I made(unless you want :) <<ducking>> But what I've
- > >>done is to create glass!
- > >>
- > >>A) REVELATIONS
- > >>---------------------------
- > >>Yesterday I was sitting there with a plastic glass(is that possible?) and I
- > >>picked it up, stared in amazement. I said to myself, " thats why imagine
- > >>can't create glass". What I had seen was specular spots from every light in
-
- > >>the room cast on the material not in spots but rather linear, up and down
- > >>along the surface. Well I know imagine can't do this, so I set out to try t
- o
- > > ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- > >Sure it can.
- > >Have you tried making sure the edges (ie where Rim and Base join the
- > >body) are 'Sharp' ie 'Make Sharp'. This is something I have recently
- > >discovered to make a huge difference on these type of objects, and
- > >you do end up with linear highlights, and great rim highlights. I've
- > >just finished an object using this and it looks great, without any
- > >special mapping tricks.
- > >
- > >The guts of it is, always analyse your object for edges which should be
- > >sharp and make them sharp! It makes a big difference to phong smoothing,
- > >too.
- > >
- > >Bill
- > >
- >
-
- The problem with this is that, unless the glass has a LOT of sides, it's
- going to look faceted(or whatever), it won't look smooth and round
- anymore, like a glass should.
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Wednesday, 26 July 1995 23:26:25
- Subject: Re: Motion Blur Trick
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >Hi!
- >
- >I have come up with a good way doing motion blur for real, I think so
- anyway and
- >shall test it when I get back from Siggraph.
- >But having used Lightwave for a while as well as Imagine, I think it should
- >work. Lightwave uses it's Antialiasing threshold to make motion blur. So I
- >figured that if you took the finished rendered pictures into lightwave as a
- >animated backdrop. Dont ad lights, just standard rendering setup, but with
- 8 or
- >12 antialiasing steps, it will create real motion blur. And I dont think it
- >would take up so much extra rendering time either. If this works I will start
- >using Lightwave as my motion blur "plug in" for Imagine.
- >
- >Later!
- >
- >Tom Granberg (Renderbrandt)
- >
- Save yourself the time - it won't work. Well, I doubt it. What lightwave does
- is calculate the position of it's objects 'between frames' when doing multiple
- anti-aliasing passes. The backdrop won't move, won't be interpolated, and so
- won't show any motion blur. Sorry! And correct me (please!) if I'm wrong. It
- would
- be great if this worked, but I can't see it.
-
-
-
- Date: Wednesday, 26 July 1995 23:33:16
- Subject: Re: Lights in raytrace.
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Wed, 26 Jul 1995, Patrick Sauvageau wrote:
-
- > >I really don't understand why lights that work in scanline don't work in trac
- e.
- > >
- > >To be more specific, creating a sphere, giving it a 'light' attribute,
- > >seeing that it works fine in scan but throws no light in trace.
- > >
- > >Somone was kind enough to point out that a little bit of fog attribute will
- > >"let the light out", and that works well thank you.
- > >
- > >But this seems very kludgy. Counterintuitive. Why do my lights need to be
- > foggy?
- > >
- > >
- > >Tom Ellard, Severed Communications Australia tome@next.com.au
- >
- > It's beacause light do not come from the surface of a "light" object, but
- > from it's axis. Since in a sphere, the axis is inside the object, the
- > surface is blocking all the light. If you want to add a light source in your
- > scene, you can just add an axis and make it "light".
- >
- > Remember: polygon do not emit light; axis do, allway.
- >
- > -----
- > Patrick Sauvageau
- > (sauvp@citi.doc.ca)
- >
-
- But why would it work ok in scanline but not trace?
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Wednesday, 26 July 1995 23:35:25
- Subject: Re: HOW MANY!
- From: CyberMer@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-22 14:13:39 EDT, you write:
-
- >Hi there!
- >
- >How many of you guys do graphics for a living, graphic design, animators
- etc.
- >It
- >would be interesting to know.
- >
-
- I work as a promotions editor at QVC Inc. I also have a small freelance
- business in video, programing, etc.
- I have done a few animation for my business, and am SUCESSFULLY trying to
- bridge the gap between editing and graphic, animation, design.
-
- Jim
-
-
- Date: Wednesday, 26 July 1995 23:41:04
- Subject: Re: Looping Textures
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Dave Rhodes <dave@darhodes.demon.co.uk>
- >
- > > time=0; you can't loop these textures, since they're not based on some
- > > repeating feature, like the 360-degree period of a rotation or some
- > > sine-based function.
- >
- > Ahhh.. now I get it, although if I'd thought about it I _should_ have
- > known...
- > Obviously, the tute I saw was based on the waves texture, which is a
- > sine based thing, as opposed to the fractal/noise based ones which aren't.
- >
- > Not having 3.3 yet, I'm restricted to trying this with textures which
- > have their own fade parameter, but I can't wait to try it out.
-
- Well, yes and no. You can try it with any pre-3.3 texture, whether it has
- a fade parameter or not. (Most don't, as you know) Just create two bright
- background planes, and apply only one texture to each. The plane closest
- to the camera should have the texture which is 100% visible at the start
- of the sequence. Then, simply morph that plane's Filter settings from
- 0,0,0 to 255,255,255 in order to show more and more of the other plane,
- with the other texture on it.
-
-
-
-
- Date: Thursday, 27 July 1995 00:58:39
- Subject: Lights in raytrace.
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Tom Ellard <tome@next.com.au>
- >
- > I really don't understand why lights that work in scanline don't work
- > in trace.
- >
- > To be more specific, creating a sphere, giving it a 'light' attribute,
- > seeing that it works fine in scan but throws no light in trace.
- >
- > Somone was kind enough to point out that a little bit of fog attribute
- > will "let the light out", and that works well thank you.
- >
- > But this seems very kludgy. Counterintuitive. Why do my lights need to
- > be foggy?
-
- Because, Tom, when you set the Light attribute, you're not making each
- _face_ of the object a light, you're giving those attributes to the
- object's _axis_. If you position the axis inside an enclosed area, like
- the default position for a primitive sphere, there are two possible
- outcomes:
-
- 1) You're in scanline mode, where shadows are not calculated. Rays
- emanating from lightsources merrily travel through objects like
- neutrinos through the Earth.
-
- 2) You're in trace mode, _and_ the lightsources have the "cast shadows"
- button activated. Light rays will stop at the first opaque face they
- encounter, so a default sphere will shed no light... except inside
- itself. Move the camera inside the sphere and you'll see it with your
- own eyes.
-
- The fog thing exploits an undocumented (?) "feature" whereby fog
- objects, due to their semitransparent nature, will let light shine
- through their faces unaffected (I think). Whether this is a bug or a
- feature depends on whether it will save your hide (as in your case), or
- whether you wanted the light to be affected (e.g. tinted) by the foggy
- objects it passes through.
-
-
-
-
- Date: Thursday, 27 July 1995 01:30:35
- Subject: Re: A message from Mike...
- From: Ted Stethem <tstethem@linknet.kitsap.lib.wa.us>
-
-
- ----------------------------------------------------------------------------
-
- Is this really from Mike H.? or did you ghost-write it? Just kidding. In
- all fairness to Impulse, there have been a lot of improvements made to
- Imagine from 2.0 to 3.3 like Zone rendering, Bones and Fast Bones,
- Copy&Paste in the Action Editor, interactive wireframe in the perspective
- window, great DXF loader, dynamite Postscript font loader for the Spline
- Editor, deformation tools, plus many others. Many of these came about
- because of users requests (demands?) on the IML and some did not come
- about without a lot of, let's say, heated discussion.
- I knew Zack was the main programmer and a program the size of Imagine
- is monstrous for one person to be in control of. It is a credit to his
- abilities but also, sooner or later, the realization has to occur that
- large programs have to be modularized and handled by teams. The era of
- the maverick programmer is not dead but it will be unlikely that the
- individual programmer will be able to compete with large programming
- teams. I know the team approach to programming can be argued against as
- leading to bloated code. But I think Imagine is showing the symptoms of a
- program that has become larger than the creator, accounting for some of
- the less than desireable characteristics.
- I have suggested to Mike that Imagine be modularized into seperate
- Modeling and Animation modules and he has not been overly enthusiastic
- about that suggestion. And the more I look at how deeply imbedded the way
- Imagine handles file structures and operating screens, I understand why
- Mike has held this view. It would be akin to having to remove the
- skeleton from a patient to rearrange it and the operation may end up
- killing the patient.
- I am still looking forward to all the things that are rumored to be in
- V3.4=4.0. The Metaballs might just be totally killer. The Detail Editor
- has always been one of the most powerful modeling tools around and these
- additions will make it more useful.
- I just hope Impulse will make more changes towards encouraging
- third-party or plug-in support, though. Alliances make organizations
- stronger, not weaker.
-
- Sysop of:
-
- ****************************************************************************
- * ______ __ _____ ______ __ __ ____ ____ *
- * / __ /\ /\/ /\ / _ /\ /_ __/\ / /\/ /\ /___/\ / _ /\ *
- * / __ / // / // // / / \/ /\_\// __ / //___/\// / / *
- * /_/ /_/ //_/\/ //____/ / /_/ / /_/ /_/ //___/\//_/\_\/ *
- * \_\/\_\/ \_\/\/ \____\/ \_\/ \_\/\_\/ \___\/ \_\/\_\ *
- * __ __ __ __ __ __ ____ ____ _____ ____ *
- * / /\/ /\ /\/ /\ / /\ / /\/ /\ /___/\ / _ /\ / ___/\ /___/\ *
- * / /_/ / // / // / / \ \/ / //___/\// / //__ /\//___/\/ *
- * /_____/ //_/\/ //_/ / \__/ //___/\//_/\_\//____/ //___/\/ *
- * \_____\/ \_\/\/ \_\/ \_\/ \___\/ \_\/\_\\____\/ \___\/ *
- * ((( GATEWAY TO CYBERGRAF/X ))) *
- * [ A3000/470 Meg HD/10 MB RAM PARNET -> A3000/040/1.7 Gig HD/20MB RAM] *
- * [ 3 Nodez USR V.34 28.8K DST Amiga/IBM/Mac/3D Grafx Conferences ] *
- * [ Node1:(206)-6976999! | Node2:(206)-Ringdown | Node3:(206)-PRIVATE] *
- ****************************************************************************
- Over 1 Gigabyte of Imagine Objects, over 3 Gigabytes of Texture Maps,
- LightROM CD on-line plus tons of 3D Studio Objects and Lightwave Objects!
-
-
- Date: Thursday, 27 July 1995 01:31:45
- Subject: Phong edges (Was: Realistic Glass!!!! (long))
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Bill Boyce <bilboyce@iconz.co.nz>
- >
- >Have you tried making sure the edges (ie where Rim and Base join the
- >body) are 'Sharp' ie 'Make Sharp'. This is something I have recently
- >discovered to make a huge difference on these type of objects, and
- >you do end up with linear highlights, and great rim highlights. I've
- >just finished an object using this and it looks great, without any
- >special mapping tricks.
-
- Yes, do remember that Phong shading interpolates the surface normal
- between the current face and the neighbouring face, if the connecting
- edge is not flagged "sharp". An example:
-
- | 0
- | 1
- | 2
- | 3
- __| 4
- 5
-
- When modelling a wine glass, you'd typically have long faces on the
- sides of the glass, leading to tiny faces representing the top surface
- of the rim. (Obviously, my diagram is upside-down. Mmmm, let's make our
- object a glass cover that fits over the cheese tray. Yeah, that's it.)
-
- The numbers represent some abstract kind of angle, with 0 representing
- surface normals that point to the right, and 5 those that point
- downwards. You see how the surface normal changes all over the large
- face, from 0 to 5, all because of the tiny rim. This causes the "flat
- areas seem to bulge like pillows" problem familiar to new 3-D users.
-
- The standard ways to get around this are:
-
- 1) define the connecting edges as sharp. This is fine, if you want a
- sharp look to the corner.
-
- 2) create intermediate faces between the vertical and horizontal faces.
- This will soften the effect, but the long vertical face's surface normal
- will *still* vary towards the normal of the next, almost-vertical, face.
-
- In my modelling bag of tricks. I have a solution that allows me to have
- my cake and eat it too: perfectly flat-looking areas where I want them,
- soft corners where I want them, all with a minimum of faces to keep
- object complexity down.
-
- I just model the large, flat area in two parts, and make the edge part
- really skinny. I can then leave all edges soft, so there won't be any
- discontinuities, yet the large flat area will look perfectly flat.
-
- |0
- |0 | = large flat area (one set of faces)
- |0
- |0
- |0 I = another set of faces, parallel to the large set.
- I0 Should be very narrow, just running along the
- ____I2.5 Edge that connects to the horizontal face.
- 5 3.7
-
- In this case, both "|" and "I" faces have a surface normal of zero, and
- "_" faces have a surface normal of 5.
-
- The "_" and "I" normals vary from 5 to zero, as is expected. The big
- difference, however, is that the "|" edges have normals that vary FROM
- ZERO TO ZERO. Badabing, badaboom.
-
-
-
- Date: Thursday, 27 July 1995 01:45:59
- Subject: World Size (was Re: Memory...)
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Robert Byrne <rbyrne@3dform.edex.edu.au>
- >
- > According to the V3 manual the world size extends 16000 units along the
- > three axes, ie. -16000 to +16000.
- >
- > The default world size is 1024 units in all directions, anything outside
- > this area will not be rendered in Trace mode.
- >
- > Now that seems to be a contradiction, because the Global World Size
- > defaults to 0,0,0 and the world is sized dynamically. I assume then that
- > doing a quickrender in Trace from the Detail Editor means you are limited
- > to 1024 units but a render in the Stage is dynamic.
-
- I just created a super-simple primitive sphere and replicated 16
- additional copies to a distance of 17,000 units. A trace quickrender
- would complain that the world octree volume was too large. I then scaled
- the object down by 0.9, and the error didn't appear. This confirms that
- nothing is allowed to exceed 16,000 units away from the origin.
-
- The quickrender showed all the spheres, so world size is not limited to
- 1024 when quickrendering from the Detail editor. It's either auto-sized,
- or fixed at 16,000. Either way, you don't have to worry about losing
- parts of your objects in Detail quickrenders, and there doesn't seem to
- be a contradiction -- the default world size (in old versions of
- Imagine) simply applies to Stage/Project renders only.
-
-
-
- Date: Thursday, 27 July 1995 01:49:02
- Subject: Imagine 2.0 Question. (DXF's)
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: denryan@netcom.com
- >
- > Does DXF import/load/whatever definitely *not* work in
- > the Imagine 2 version distributed with the book "3D Modelling Lab"
- > by Shaddock? Thanks in advance for any authoritative response.
-
- Imagine's DXF import wasn't very robust until version 3.1, when it was
- given a major overhaul. I'm sure others will interject with their own
- work experiences, but for now, just remember that versions 3.1 and above
- are what you really want.
-
-
-
- Date: Thursday, 27 July 1995 01:59:33
- Subject: Re: Virtual Memory
- From: greggh@slip3.odyssey.apana.org.au (Gregory Helleren)
-
-
- ----------------------------------------------------------------------------
-
- Hi Damon (Damon LaCaille), in <Pine.BSD/.3.91.950724174423.18699C-100000@hookomo
- .aloha.net> on Jul 24 you wrote:
-
- > On Mon, 24 Jul 1995, Vance Schowalter wrote:
- >...
- > I might as well reply to this message than create a new message. Does
- > anybody know if Gigamem works very well w/ Imagine? I wanted to render a
- > few objects, but most of them require at least 12-14 megs, and I
- > unfortunately only have 10. And by the way, how much is Gigamem? And
- > yet one more question put to you, how much is the PC version of Imagine?
- >
- Yes, Gigamem works very well with Imagine 2.x and 3.x. I find that it is
- best to disable VM during object loading/manipulation (or at least choose
- the "USE REAL MEMORY FIRST" option). Otherwise retrieving objects from VM
- can make the process a little tedious. Prior to rendering, I enable VM and
- sit back and wait :)
-
- You need to be aware that Gigamem can use either a swap file or a swap
- partition for VM. If you use a swap file, it *must* be on a different
- logical partition to the application (Imagine) and any data you require
- (objects, textures...).
-
- Love Peace and Aspirin
- Gregg
-
- --
- +------------------------------------------///\/\/\_Amiga Technologies_/\/\+
- Gregory Helleren AMIGA is REBORN /// Lecturer Information Technology
- Developer - LaseRage /// SEMC TAFE Western Australia
- Ferndale W.A. Australia ___/\___/\\\/// greggh@odyssey.apana.org.au
- CBMNET:greggh@laserage.adsp.sub.org\XX/ greggh@laserage.DIALix.oz.au
- +--------------------------------------------------------------------------+
-
-
-
-
- Date: Thursday, 27 July 1995 02:05:58
- Subject: Re: Imagine 2.0 Question. (DXF's)
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Wed, 26 Jul 1995 denryan@netcom.com wrote:
-
- >
- > I'd like to confirm or disconfirm something if I may:
- >
- > Does DXF import/load/whatever definitely *not* work in
- > the Imagine 2 version distributed with the book "3D Modelling Lab"
- > by Shaddock? Thanks in advance for any authoritative response.
- >
- > Denis B. Ryan
- >
-
- The version distributed with the book is the full version, unfortuneatly
- it doesn't handle dxf's too well. I hear this problem has been fixed in
- 3.2(someone let me know if I'm wrong).
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Thursday, 27 July 1995 02:09:46
- Subject: A message from Mike...
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
-
- Even though I don't like to re-post private mail, Mike requested I post this.
-
- This was written to me after a series of friendly correspondences and will shed
- some light on Impulse and the man we now know as Crowbar Mike. :)
-
- On Jul 26, 6:07pm, 76004.1767@compuserve.com wrote:
- >
-
- > Craig
- >
- > Please post for eveyone to read, as well as yourself.
- >
- > We, like all of you want great software, with cool things to use and things
- that
- > make the work eaiser. There are some problems that many users dont
- understand.
- > Here is a list of them, read them, chew them up, throw them away, but they are
-
- > the meat of the matter for Impulse.
- >
- > We used to be in this nice warm fuzzy place call the Amiga, it died and
- > with it we had to move to the nasty and not often easy to use PC. We were
- real
- > unhappy. We as a company must pay the bills, in order to do this we have
- spent
- > 3 years making our way over to the pc, mind you it has been at best an uphill
- > battle. We blew the memory manager thing, we used the wrong compiler, we were
- > just dumb. WE have however learned how to move on from this and maybe we are
- > wiser for the mess up. It cost us a year.
- >
- > We have only recently added to the programming staff, up until this
- time,
- > there was only one person doing the code for Imagine, Imagine that, one guy
- has
- > written all the code that you have seen for 5 years. He is still in charge of
-
- > IMagine and he is not yet crazy.
- >
- > Impulse wants to know, what you want, no kidding. Simple statements
- like
- >
- > Please put Soft edge shadows into Imagine. That is all it takes, things
- > like "Render Macho 3D has it and it works great and why dont you do it," well
-
- > that just irks the helll out of us. Why, becuase we have so many things that
- > the others dont that it seems people only pick on the few items that we are
- > missing, and these become the BIG issues.
- >
- > Our goal has been and still is very simple, to bring you the user the
- > best software for 3D rendering that we can write. We do our best, and some
- > times we get in over our head. It seems like we have things well under
- control
- > for the moment, until a new OS comes over the horizion or Intel goes broke or
- > who knows what.
- >
- > Argument, slander, and bad attitudes only get people upset. If you feel
- > strongly about something and want to really lobby for a feature, call me
- direct.
- > 612 425 0557, tell them that you are from the IML and want to speak to CROWBAR
-
- > Mike ( I like that name) and I will make myself available to you and will
- listen
- > as long as you want to talk. I wont promise that your requests will be
- > implemented, but I will promise that we will listen and discuss the problem or
-
- > feature that you feel strongly about. I think that this is as direct as I can
-
- > get.
- >
- > We are comitted to your continued support and happiness with our
- > software. It is through a co-operative effort that this software will get
- > better, it depends as much on you as it does on us. We could make the best
- > features of any software company and if we had no users it would be for
- naught.
- >
- > Buy the upgrades, use the software, tell us what you want and from time
- > to time, it might not be a bad idea to let us know what kind of a job we are
- > doing. A pat on the back or a kick in the ass, both mean that you are using
- > what we have done and appreciate it.
- >
- > I will not be on the IML for that much longer, we are putting up our own
- > web page with a area for mail suggestions, This IML will be an important
- area
- > for users to discuss and plan, I think it is better if you do so with out our
- > input. You will all be invited to visit our new area and get a handle on
- whats
- > going on with Impulse, Imagine, Digimax and other new products that we have
- > planned for 95-96.
- >
- > Thanks again for all of your support and criticism, we grow because you
- > care, WE ARE STILL LISTENING>...
- >
- >
- > Michael C. Halvorson
- > President, Impulse, Inc
- >
- >
- >
- > Keep on Tracin, it does the mind a world of good.
- >
- >-- End of excerpt from 76004.1767@compuserve.com
-
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Thursday, 27 July 1995 02:16:44
- Subject: Looping Timeline
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- Pantera, what you don't understand is that you can only do a real
- looping sequence with textures that look exactly the same at the
- beginning and end of the sequence. Examples:
-
- - Rotating any texture 360 degrees along an axis;
-
- - Morphing a texture color from red to yellow and back to red;
-
- - Changing an angle parameter, like the Essence Plasma phase angle,
- from n to n+(360 or a multiple of 360).
-
- Things that do NOT repeat:
-
- - Any fractal or noise texture. Seed or Time parameters of 0.000, 1.000,
- 2.000, etc. will NOT create the same appearance, quite the contrary.
-
- If your texture falls into the first group, then yes, you can create a
- smoothly-looping sequence by setting things up so that the last frame
- looks exactly the same as the first, and rendering all but the last frame.
-
- If your texture falls into the second group, you can _fake_ repeatable
- behaviour by cross-fading between two sets of attributes:
-
- FRAMES 1 1
- 123456789012345678901
-
- ACTOR A-------------------B "A" = 1-frame actor bar for
- version "A" of object.
- "-B" = 20-frame actor bar for
- version "B" of object.
- Imagine creates 19
- transition frames, 2-20.
-
- "A" TX TIME -1 -0.5 0
- "B" TX TIME 0 0.5 1
-
- "B" VISIBLE 100% 50% 0
- | | |
- All you see is _____| | |
- an object textured | |
- as per Time = 0. | |
- | |
- You see an object textured ___| |
- with a mix of two textures, |
- one with Time = -0.5 and |
- the other with Time = 0.5. |
- Both textures are evolving |
- due to the variation in |
- their Time value. |
- |
- You see an object textured as per_______|
- Time = 0. The fact that this appearance
- comes from texture B at Time = 0,
- rather than Texture A at Time = 0 as
- in frame 1, is immaterial. The object
- looks the same, and that's what counts.
-
- You have now created a sequence where the last frame looks exactly like
- the first, and everything is softly faded in and out; hopefully, the
- effect will look natural. You can now use the standard method: render
- all but the last frame. This is how to create a seamless looping
- sequence from things God Never Intended To Repeat. Got it?
-
-
-
- Date: Thursday, 27 July 1995 02:23:04
- Subject: Rendering speed
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: pantera@voyager.com
- >
- > could someone with a 120 Pentium please render such a frame and let me
- > know how long it took to render it in TRACE mode?
-
- Pantera, there is a full comparison benchmark posted on the IML even as
- we speak. If you just subscribed to the IML, then maybe you missed it by
- a few hours; in that case, tell me in e-mail and I'll mail you a copy;
- I've kept it for reference.
-
- The benchmark was pretty similar to the scene you describe. Basically, a
- Pentium 120 will trace any such simple in a minute or two. You really
- don't need an exact time, do you? (I guess not, since your description
- left the textures to be determined)
-
-
-
- Date: Thursday, 27 July 1995 02:30:24
- Subject: Re: Lights in raytrace.
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
- >
- > > It's beacause light do not come from the surface of a "light"
- > object, but
- > > from it's axis. Since in a sphere, the axis is inside the object, the
- > > surface is blocking all the light. If you want to add a light source
- > in your > scene, you can just add an axis and make it "light".
- > >
- > > Remember: polygon do not emit light; axis do, allway.
- > >
- > > -----
- > > Patrick Sauvageau
- > > (sauvp@citi.doc.ca)
- > >
- >
- > But why would it work ok in scanline but not trace?
-
- Because in scanline, Imagine doesn't do _any_ shadow calculation,
- remember? Lights shine _everywhere_, even <cough> Where The Sun Don't
- Shine. (As I previously said, the heroes of my "hearts" animation _do_
- look like a pair of buttocks B^D)
-
-
-
-
-
- Date: Thursday, 27 July 1995 03:08:19
- Subject: Re: Inertia ??
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Mike, on Jul 26 you wrote:
-
- > Hi all,
- > whilst rendering last night I managed to generate an inertia like
- > effect even though I didn't want it. And I actually would like to get
- > rid of it!
- > The Scene: I created a logo in the spline editor. I wanted to
- > achieve the effect of the letters starting in the horizontal position and
- > then one by one rotating up into the vertical, pivoting about the bottom
- > of the character (clear?).
-
- Bill Boyce gave a good explanation of your problem but perhaps you could
- try a different tack instead of using States.
-
- For the simple rotations you require, try using the Rotate20 effect. If you
- wanted your first letter to reach the upright position after 30 frames you
- could begin the rotation of the next letter at frame 15 and so on for the
- remaining letters.
-
- You might like to add the Sway effect at the same time and make your
- letters look drunk :-)
-
- -- Bob
-
- : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au :
- : Amiga A3000/25 : Ballina, NSW Australia :
-
-
-
- Date: Thursday, 27 July 1995 03:18:04
- Subject: Re: Lights in raytrace.
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Tom, on Jul 26 you wrote:
-
- > I really don't understand why lights that work in scanline don't work in trace
- .
- >
- > To be more specific, creating a sphere, giving it a 'light' attribute,
- > seeing that it works fine in scan but throws no light in trace.
- >
- > Somone was kind enough to point out that a little bit of fog attribute will
- > "let the light out", and that works well thank you.
-
- Assuming you are using V3+ of Imagine -
-
- Ever wondered why Impulse put wide blank margins in the V3 manual?
- Great for adding tips like the above.
-
- > But this seems very kludgy. Counterintuitive. Why do my lights need to be fogg
- y?
-
- Read page 166 of the manual and add the Fog tip.
-
- -- Bob
-
-
-
- Date: Thursday, 27 July 1995 03:45:08
- Subject: Re: Imagine wrong Colours..Fixed!!!
- From: Falko@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-21 06:19:24 EDT, you write:
-
- >Wow!! After two weeks of putting up with odd colours or even worse having to
- >QR in 256 colours(YUK), It was that simple.
- >
- >Golly, I hope that button wasn't there in 3.2. If it was I hope it was an
- >undocumented feature (I feel like a bit of a dill).
- >
- >Regards
- >BillD
- >Don't Ponder .... Imagine!
- >
- >
-
- Your problem is still there. Yes this button exists in several earlier
- versions of Imagine. With this button on Imagine tries to use a 24bit VESA
- mode to display the render. With the button off Imagine uses a 8bit VESA mode
- and dithering to display the render. Your problem is reversed color chanels
- (BGR instead of RGB). I also have this problem with my ATI MACH32 card. And
- UNIVESA did fix this.
-
- Falko
-
-
- Date: Thursday, 27 July 1995 04:21:29
- Subject: Re: Hack wanted for PC screen size.
- From: Falko@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-23 04:50:27 EDT, you write:
-
- >Subj: Hack wanted for PC screen size.
- >Date: 95-07-23 04:50:27 EDT
- >From: dvwilson@tibalt.supernet.ab.ca (Dave Wilson)
- >To: Imagine@email.sp.paramax.com
- >
- >
-
- There is no hack. I takes Imagine version 3.2 or 3.3 and a VESA compatible
- display card.
-
- Falko
-
-
- Date: Thursday, 27 July 1995 05:11:41
- Subject: Re: The bumps slide off my slug!
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
- > unsolicited comment! I almost fell off my chair. If he noticed my slug,
- > it means that Conform To Path truly is, as I'd written, a low effort/high
- > payback effect.
- >
- i got a 'car' object to conform to a path by mastake it looked good until
- it sunk under the 'ground' plane :( or is that ;) im not sure -ive deleted
- the anim now :-|
-
-
- ..............................................................................
- .. .
- .. dunc@eraser.demon.co.uk .
- .. .
- ..............................................................................
-
-
- Date: Thursday, 27 July 1995 05:27:38
- Subject: Re:Crowbar Mike(sort of)
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
- > Hi there fellow thinker, Mike Vandersomme.
- >
- > I cant say how much I agree on your comment, and yes lets stop this stupid "I
-
- > dont like Mike very much, bla bla"
-
- yep isnt this supposed to be the imagine mailing list you can always try
- one of the flame news groups if you want to -some are pretty funny
-
- BTW-i read in a magazine about a '3d artist(e) who phoned impulse with a
- question and he got answer of something like -gee that is a bit of problem
- -but we are in the middle of a big table tennis game right now
-
- i thought this was pretty funny although the person who wrote the article
- didnt (this is going back a bit)
-
- Duncan
-
-
- ..............................................................................
- .. .
- .. dunc@eraser.demon.co.uk .
- .. .
- ..............................................................................
-
-
- Date: Thursday, 27 July 1995 05:53:07
- Subject: Re: Realistic Glass!!!! (long)
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >On Wed, 26 Jul 1995, Bill Boyce wrote:
- >
- >> >To: Lumbient@aol.com
- >> >From: bilboyce@iconz.co.nz (Bill Boyce)
- >> >Subject: Re: Realistic Glass!!!! (long)
- >> >
- -----
- >> >>Yesterday I was sitting there with a plastic glass(is that possible?) and I
-
- >> >>picked it up, stared in amazement. I said to myself, " thats why imagine
- >> >>can't create glass". What I had seen was specular spots from every
- light in
- >> >>the room cast on the material not in spots but rather linear, up and down
- >> >>along the surface. Well I know imagine can't do this, so I set out to
- try to
- >> > ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- >> >Sure it can.
- >> >Have you tried making sure the edges (ie where Rim and Base join the
- >> >body) are 'Sharp' ie 'Make Sharp'. This is something I have recently
- >> >discovered to make a huge difference on these type of objects, and
- >> >you do end up with linear highlights, and great rim highlights. I've
- >> >just finished an object using this and it looks great, without any
- >> >special mapping tricks.
- >> >
- >> >The guts of it is, always analyse your object for edges which should be
- >> >sharp and make them sharp! It makes a big difference to phong smoothing,
- >> >too.
- >> >
- >> >Bill
- >
- >The problem with this is that, unless the glass has a LOT of sides, it's
- >going to look faceted(or whatever), it won't look smooth and round
- >anymore, like a glass should.
- >
- >
- > ~Rick Heidebrecht~
- >
- You misunderstand. Only the rim and base should have sharp edges ie not
- phong shaded. The sides of the glass should be left 'soft' ie phonged
-
-
-
- Date: Thursday, 27 July 1995 06:05:40
- Subject: Re: lensflare
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >is it me or does the lensflare on lightwave look better than the one in
- >Imagine, I was just curious, since they both seem very similar but i
- >thought i noticed a slight difference. thanks!
- >
- >PANTERA
- >pantera@voyager.com
- >
- Imagines is supposed to be physically accurate, where Lightwaves is
- aesthetically accurate (!?). Lightwave allows star filters and the
- like which give a 'richer' effect to the flare, and more sophisticated
- 'glow' to the light. Impulse - please spend some more time studying
- Lightwaves flares - network bosses love them.
-
-
-
- Date: Thursday, 27 July 1995 06:16:28
- Subject: Help on Island Trace
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Recently I ran into a problem that made me think of a couple of things I
- would like to see in 4.0. I am creating an island like Myst except it looks
- nothing like Myst. After creating everything I needed to add a sky. However
- I knew that using a sphere and scaling it fairly large would slow down the
- trace. It did significantly. I would have been happy with just using a
- backdrop but unfortunately when animating the camera the backdrop bobs up and
- down in the ocean since it moves with the camera. I would have been happy
- with just creating a blend of orange to blue to dark blue but when you set
- your sky blend in globals, you don't see much of it unless your camera view
- extends from the horizon to the +horizon. The clouds texture is cool, but
- really slows down renders. The only solution I could come up with was to
- take everything out of the scene and render the animation of just the sky and
- camera movements. Then create a flic out of it and use that as a backdrop.
- Unfortunately, using a flic as a backdrop in globals is very costly, since
- the entire background of the sky would be animated when the camera moved.
- This would create an incredibly huge FLC file. In fact I don't think my
- computer would have enough ram. Any suggestions would be appreciated, but
- what I think would be great in a future version would be the ability to
- actually see the global brushmap. Also it would be nice if you could have
- more than 2 blends in the sky blending and adjust where the blends take
- place. At present the scene is taking about 30 minutes to render a 640 x 480
- frame. I have a 486 - 66 w/ 20 meg ram, no doubt if I had a pentium things
- would be faster.
-
- Stephen G.
-
-
-
- Date: Thursday, 27 July 1995 06:24:48
- Subject: Re: Pentium speed
- From: datctva@primenet.com (DThompson)
-
-
- ----------------------------------------------------------------------------
-
- At 12:55 AM 7/26/95 -0400, Richard Heidebrecht wrote:
- >On Tue, 25 Jul 1995, DThompson wrote:
- >
- >> the work with adpro, fred, and my Par, but for less than $2,400 I got a 90
- >> mhz machine with a Gig of hardrive space and 32 megs of ram. It's even
- >
- >Is the $2,400 a typo? Last time I checked, a 1gig hardrive was about
- >$500 and 32 megs of ram is about $1,500. That means you only paid $400
- >for everything else. If the $2,400 was not a typo, please tell me where
- >you got your pentium(in other words, where I will be buying my next
- >computer:)
- >
- >
- > ~Rick Heidebrecht~
- >
- You're probably buying off the shelf from some large chain or from some
- business supply company to get those figures. 32 megs of ram was only about
- $900 and 1 gig of hard drive amounted to around $270. Buy from some small
- computer company who will build the machine you want. Unless ram prices have
- gone up, it should be less than that now. All you have to do is look.
-
- Dave Thompson
- >
- >
- >
-
-
-
- Date: Thursday, 27 July 1995 07:36:43
- Subject: Re: Lights in raytrace.
- From: Scott F Tracy <sftracy@winternet.com>
-
-
- ----------------------------------------------------------------------------
-
- > > scene, you can just add an axis and make it "light".
- > >
- > > Remember: polygon do not emit light; axis do, allway.
- > >
- > > -----
- > > Patrick Sauvageau
- > > (sauvp@citi.doc.ca)
- > >
- >
- > But why would it work ok in scanline but not trace?
- >
- >
- > ~Rick Heidebrecht~
- >
- >
- >
-
- Light passes through objects in scanline thats why you don't get shadows.
- In raytrace the solid objects stop the light ray.
-
-
- Date: Thursday, 27 July 1995 09:42:46
- Subject: Re[2]: Motion Blur Trick
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
- I must agree with Bill-- given a 2D image, there's no way that
- Lightwave could make any kind of accurate blur unless it used AI and
- fuzzy logic between frames! It would not know what objects are moving
- fast and which are holding still (correction- it would know that they
- are all holding still...)
-
-
- ______________________________ Reply Separator _________________________________
-
- Subject: Re: Motion Blur Trick
- Author: bilboyce@iconz.co.nz (Bill Boyce) at ALTERNET
- Date: 7/26/95 6:56 PM
-
-
- >Hi!
- >
- >I have come up with a good way doing motion blur for real, I think so
- anyway and
- >shall test it when I get back from Siggraph.
- >But having used Lightwave for a while as well as Imagine, I think it should
- >work. Lightwave uses it's Antialiasing threshold to make motion blur. So I
- >figured that if you took the finished rendered pictures into lightwave as a
- >animated backdrop. Dont ad lights, just standard rendering setup, but with
- 8 or
- >12 antialiasing steps, it will create real motion blur. And I dont think it
- >would take up so much extra rendering time either. If this works I will start
- >using Lightwave as my motion blur "plug in" for Imagine.
- >
- >Later!
- >
- >Tom Granberg (Renderbrandt)
- >
- Save yourself the time - it won't work. Well, I doubt it. What lightwave does
- is calculate the position of it's objects 'between frames' when doing multiple
- anti-aliasing passes. The backdrop won't move, won't be interpolated, and so
- won't show any motion blur. Sorry! And correct me (please!) if I'm wrong. It
- would
- be great if this worked, but I can't see it.
-
-
-
-
- Date: Thursday, 27 July 1995 10:23:58
- Subject: Re: JPEG Pictures!!!
- From: aciolino@rrddts.donnelley.com
-
-
- ----------------------------------------------------------------------------
-
-
-
-
-
- I seem to remember some debate about this topic last year, and the
- consensus was that posting unsolicited binaries to the IML was not a
- good thing. You could certainly post an enthusiastic message saying,
- "hey look at my great render", and send the file through e-mail to those
- who replied privately; this way, the people on the IML who didn't want
- to / couldn't handle large IML messages would be spared the aggravation.
-
- It might be reasonable to send a small (10-15K) file through the list,
- as long as we tag the image in the subject line something consistent,
- like this format:
-
- IMAGE: imagename.imageformat (optional description)
-
- The subject line should be less than 72 characters. For example:
-
- IMAGE: SPOTS.JPG, 10K (A render of several gold and black spots)
-
- This way readers can see that the subject is in fact an image, and
- delete before downloading.
-
- The big question is this: does a 10K image cause people to read in all
- 10K, or just the header? If you are paying for email service and you
- get stuck with a 10K download that you can't stop or control, yeah, I
- can see some really pissed off IML'ers out there. I know that there
- are programs that deliver just the headers, so hopefully by now
- everyone has one of these.
-
- If people just grab thier headers, they can delete the images without
- downloading and looking at them. And let's be real, whenever there is
- a render, don't we all want to see something?
-
- Another option: Sharky had at one point offered to showcase some
- Imagine (or whatever) renders on his homepage. Is that offer still
- good? If so, maybe we should flood SHARKY'S email box with images and
- he can post them.
-
- I for one am happy to get images. If anyone want to flood ME with
- renders, go ahead, I burn CD's for a living, so I can handle SOME of
- the bandwidth. Too bad I can't run a mailing list on my machine,
- though (sniff...), or a web server to the world!! I'd love to run a
- server and display all your images next to mine!
-
- -AC
-
-
- Date: Thursday, 27 July 1995 11:06:53
- Subject: Re: Mr. Mike H
- From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Pantera, on Jul 26 you wrote:
-
- > I am an Imagine user, I was wondering if it would be possible to
- > purchase just the "manual" from Impulse since I had it stolen from me
- > awhile ago at work...if so please let me know.
-
- Contact Impulse, perhaps if you could send them your Master disk to prove
- ownership, they would ablige.
-
- -- Bob
-
-
- Date: Thursday, 27 July 1995 11:31:32
- Subject: Re: Tear Drop Quickie
- From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Fernando, on Jul 26 you wrote:
-
- > > > Just found a QUICKY way to make a tear drop (water drop) shape. ...
-
- > Well, do a drop is relatively easy. Hard to do is the effect of
- > the drop hitting the water (at least in 2.0 version). :( . Could
- > someone help me to create this easily?
-
- There are some old tutorials called The Imagine Compendium by Steve Worley
- and others on the LightROM CD. One of them is a tutorial on the Forms
- Editor and as it happens he describes how to make a water splash.
-
- I'll email it to you. If anyone else wants it and there are no objections
- I can post it here in a couple of days. It's about 4Kb uuencoded.
-
- -- Bob
-
-
- Date: Thursday, 27 July 1995 12:26:13
- Subject: Re: Help on Island Trace
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Go back a couple of weeks in the archives, and find a great post by Tom
- Granberg, suggesting a way to actually trick your backdrop pic into
- 'keeping up with' your camera movements.
-
- I haven't had a chance to try it yet, but it sounded damn logical to this
- little mind.
-
- (I saved the post, so if you can't find it, lemme know).
-
-
- Date: Thursday, 27 July 1995 12:30:26
- Subject: Spline Int.
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- whats spline interpolation? what is it good for and whyt would you use
- it...sorry for the ignorance...
-
-
-
-
- Date: Thursday, 27 July 1995 13:19:26
- Subject: Virtual Memory
- From: Aki Laukkanen <alaukka@voimax.voima.jkl.fi>
-
-
- ----------------------------------------------------------------------------
-
- > Yes, Gigamem works very well with Imagine 2.x and 3.x. I find that it is
- > best to disable VM during object loading/manipulation (or at least choose
- > the "USE REAL MEMORY FIRST" option). Otherwise retrieving objects from VM
- > can make the process a little tedious. Prior to rendering, I enable VM and
- > sit back and wait :)
-
- Erhm, I find VMM 3.1 to be much more stabler and faster which even has
- much more features and no stupid fallbacks. Not to mention that it's
- shareware and not a commercial product.
-
-
- .... I don't mind straight people, as long as they act gay in public.
-
- * Offline Orbit 0.75a *
-
-
- Date: Thursday, 27 July 1995 13:19:27
- Subject: Object format
- From: Aki Laukkanen <alaukka@voimax.voima.jkl.fi>
-
-
- ----------------------------------------------------------------------------
-
- > I'm considering writing a programming utility that would allow imagine
- > designed objects to be included in games.
- > Does anyone know what the programming structure of the object files are?
- > Has anyone done anything with the objects files before?
-
- Better have look at the sources of TDDD3Dlib. It can convert TDDD
- objects to many formats including ttddd (an ascii format). Infact our
- own converter does read ttddd format and convert it to our private
- format.
-
-
- .... Insufficient memory: add 4 megs and retry
-
- * Offline Orbit 0.75a *
-
-
- Date: Thursday, 27 July 1995 13:38:15
- Subject: Imagine 2.0: What a Discovery!
- From: weiss@epx.cis.umn.edu
-
-
- ----------------------------------------------------------------------------
-
- Hello,
-
- I almost accidentally picked up Waite's "3d Modelling Lab" and am VERY impressed
-
- with what appears to be a very full-featured, powerful package. This is the x386
- version.
-
- I AM finding it very difficult to come to speed on it, though, as the Waite book
-
- is a very poor substitute for a manual.
-
- Any suggestions?
-
- The card in the back of the book allows one to upgrade to version 3 for
- $300 but I'm afraid that this is beyond me :-(
-
-
- Are there many PC users of Imagine?
-
- Why is it such a secret?
-
- __jeffrey weiss
-
-
-
- :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
- jeff weiss weiss@epx.cis.umn.edu TCP/IP 44.94.249.101 N0IRR 612.825.4746 H
- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-
-
- Date: Thursday, 27 July 1995 14:10:09
- Subject: 3.3 PC Bugs
- From: Marc Reinig <72410.77@compuserve.com>
-
-
- ----------------------------------------------------------------------------
-
- Here are two bugs in the 3.3 PC release.
-
- 1. "Ignore Lens Flair" option on Light attribute selector window kills
- directional attribute of a light:
-
- 1. Create a light object in the detail editor (Controlled Falloff,
- Circular, Directional). Make sure the Ignore lens Flair is NOT checked.
-
- 2. Shine it on a plane so the "cone" of the light only partially
- illuminates the plane.
-
- 3. Quick Render the scene, turning off the quick render light so only the
- light you created provides illumination.
-
- You should get what you would expect.
-
- 4. Now check the No Flare box.
-
- The light ceases to be directional and becomes omni directional when
- rendered in the stage editor.
-
- If the SoftEdge ITX is used, the penumbra works correctly over the
- defined region for that light, but the light is still omni directional
- (i.e. inside the defined cone, the light is correctly shaded, but
- outside the penumbra, it returns as omni). Weird!
-
- 2. Moving the axis of an object while constraining X is broken:
-
- 1. In Detail Editor, create a sphere.
-
- 2. Shift-M followed by X (to move the axis only, but prevent motion in the
- X direction.).
-
- 3. Attempts to move the axis in either the Top or Front view in any
- direction fail. Motion in the side view is fine.
-
-
-
- Date: Thursday, 27 July 1995 14:19:34
- Subject: Re: JPEG Pictures!!!
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Wed, 26 Jul 1995, Charles Blaquiere wrote:
-
- > I seem to remember some debate about this topic last year, and the
- > consensus was that posting unsolicited binaries to the IML was not a
- > good thing. You could certainly post an enthusiastic message saying,
- > "hey look at my great render", and send the file through e-mail to those
- > who replied privately; this way, the people on the IML who didn't want
- > to / couldn't handle large IML messages would be spared the aggravation.
- >
- > Of course, *I* should speak, right! I've sent UU files to the IML ohh, 3
- > times this month? Sure, I felt it was For The Common Good, but why
- > should my judgement be any better than that of other IML members who
- > feel their render holds some cosmic value? Maybe it's time for another
- > debate? After all, a year has passed, and the people on the List aren't
- > all the same as last year. Whaddya say?
- >
- > (My opinion: TINY demo images showing features of upcoming, unreleased
- > versions of Imagine are OK. Anything else, well... let me see what
- > everybody else thinks first)
-
- Somebody (Fernando, I think) had a good idea, just limit the size to
- about 10-12k per picture. If, in conjuction with this, we also limited
- the number of pictures posted to about 3 or 4 per day, I hardly think
- this would be too much to handle for anybody's e-mail account. I for one
- would like to see what you guys are doing on a regular basis, it spawns
- creativity. If anybody has a problem with an extra 45k in their mailbox,
- let the IML know. We could take a survey, but I don't think everybody wants
- their mailbox filled with an extra hundred letters about "I do or don't
- want pictures posted on a regular basis".
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Thursday, 27 July 1995 14:21:14
- Subject: Re: Imagine 4.0 Questions
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-27 02:07:00 EDT, you write:
-
- >Not that I know of. They never said 4.0 would be the last Imagine, just
- >that they would sit down and think real hard about the product's
- >direction once 4.0 is done.
-
- Actually I believe I saw on CIS that 4.0 is the last Imagine version for DOS.
- I also remember in a post from (Crowbar) Mike that the Windoze version when
- released would get an initial bug squashing but I gathered from the message
- that they wanted to work on some new products for awhile. This was brought
- up because I had asked him about a constant update program for the windoze
- version. I think (my opinion, not based on actual knowledge of what is
- planned) they will get the windoze version out and take a break for a bit
- while they work on the new toys they want to publish. I think it could be
- good for Imagine in the long run because I realize the value of putting down
- an ongoing project after years of work and trying for a fresh perspective. I
- just would really like to know what the new products are going to be:)))))
- Bob...........
-
-
-
-
- Date: Thursday, 27 July 1995 14:21:16
- Subject: Re: Imagine 2.0 Question. (DXF's)
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-27 06:34:57 EDT, you write:
-
- >Imagine's DXF import wasn't very robust until version 3.1, when it was
- >given a major overhaul. I'm sure others will interject with their own
- >work experiences, but for now, just remember that versions 3.1 and above
- >are what you really want.
-
- I can say for sure that Imagine does not want to import dxf files from
- AcadR13 (although acad will import dxf from Imagine). But dxf is so large a
- file it really doesnt matter that much to me anyway. Acad will export to 3ds
- format and Andrey's program 3ds2im does a very nice job of converting all 3ds
- objects to Imagines format. It has helped me out quite a bit since there are
- some very nice solid modeling features in the new acad and it compliments the
- Imagine modler quite nicely.
- Bob............
-
-
-
-
-
- Date: Thursday, 27 July 1995 14:21:39
- Subject: Re: Metaballs
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Thu, 27 Jul 1995, Charles Blaquiere wrote:
-
- > > From: Mike Vandersommen <mike.vandersommen@caddy.uu.silcom.com>
- > >
- > > A little birdy (with a crowbar) told me Metaballs will be implimented
- > > in Imagine as an FX that will work both in Detail and Stage editors.
- >
- > Oh yeah, right -- this reminds me of another upcoming 4.0 feature:
- > you'll be able to use Action editor F/X modules in Detail. Saves you all
- > that setup work currently needed just to snapshot the object as deformed
- > by the F/X.
- >
-
- That's great, but it begs the question "Where do you find out all this
- stuff?"
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Thursday, 27 July 1995 14:24:48
- Subject: Mr. Mike H
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- Mr. Mike H:
-
- I'm sorry if I keep bringing up the glow around the lgith effect
- thingie, I'm just curious if you guys will implement these light effects
- in 4.0...i know its a very over-done effect but it doesnt hurt to have
- it accessible to Imagine users, and I'm pretty sure its not very much (i
- hope not) complicated to add to imagine.
-
- Another is the haze effect, is there a way to eliminate the PIXEL #
- parameter, its very awkward to think that you'd need to change this if
- you're changing your rendering resolution as well as if there is less
- haze on one object that the other.
-
-
- Thanks,
- PANTERA
- pantera@voyager.com
-
-
-
- p.s. i also sent another e-mail asking you if i could purchse the 3.0
- manual since i had it stolen from me a few months ago...please let me
- know. =)
-
-
-
-
- Date: Thursday, 27 July 1995 14:27:29
- Subject: Re: Lights in raytrace.
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Wed, 26 Jul 1995, Charles Blaquiere wrote:
-
- > 2) You're in trace mode, _and_ the lightsources have the "cast shadows"
- > button activated. Light rays will stop at the first opaque face they
- > encounter, so a default sphere will shed no light... except inside
- > itself. Move the camera inside the sphere and you'll see it with your
- > own eyes.
-
- Why not just turn off the shadow casting on the axis in the attributes
- requestor? Shouldn't it then behave like a light in scanline mode(go
- through objects)?
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Thursday, 27 July 1995 14:48:20
- Subject: Re: Imagine 2.0 Question. (DXF's)
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Thu, 27 Jul 1995 RobSampson@aol.com wrote:
-
- > I can say for sure that Imagine does not want to import dxf files from
- > AcadR13 (although acad will import dxf from Imagine). But dxf is so large a
- > file it really doesnt matter that much to me anyway. Acad will export to 3ds
- > format and Andrey's program 3ds2im does a very nice job of converting all 3ds
- > objects to Imagines format. It has helped me out quite a bit since there are
- > some very nice solid modeling features in the new acad and it compliments the
- > Imagine modler quite nicely.
- > Bob............
-
- Would you kindly let us know where this program can be found? I know
- somebody mentioned it before, but at the time I didn't need it so I
- wasn't really paying attention(I know, I'm a moron:).
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Thursday, 27 July 1995 15:00:38
- Subject: Re: Re[2]: Radiosity
- From: RIX JAMES <99rix@lab.cc.wmich.edu>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Wed, 26 Jul 1995 Drew_Perttula@altabates.com wrote:
-
- >
- > I think I would like radiosity, too. My understanding of the speed is
- > that you can specify how many recursions you want and the time goes up
- > exponentially (or faster!) with the level of quality you ask for. But
- > after the radiosity calculations are done, all the objects have their
- > magic numbers and you can rapidly render as many camera views as you
- > want (like walk-throughs) and you can add ray-tracing for shadows and
- > reflections and whatever else you need.
- >
- > So it radiosity were implemented such that you go to the stage or
- > project editor and ask for "level 3" radiosity calculations before
- > doing a rendered walk-through, it would not actually take up
- > inordinate amounts of time.
- >
- The big problem with this approach is if you were to move the objects.
- Whenever an object is moved radiosity will have to recalculated.
-
-
- Date: Thursday, 27 July 1995 15:56:37
- Subject: Virtual memory in Imagine.
- From: wilkinso@cambridge.scr.slb.com (Simon Wilkinson)
-
-
- ----------------------------------------------------------------------------
-
- Hi.
-
- Having noted some of the impressive features in Imagine 3.3 (bones, lense flares
-
- etc..) I am considering buying it for the PC. There is, however, one thing
- left still bugging me. Memory. When using Imagine 2.0, I have noticed some
- disconcerting phenomena occuring with complex model renderings. Basically,
- parts start to disappear. Taking a typical example, when I tried to render
- the honey-bee included with the 3D Modelling Lab book, legs, wings and other
- assorted body parts were omitted. Having only 8Mb (yes, very sad), I
- attributed this to lack of memory. What I'm worried about, is that even if
- I expanded to 24 or 32 Mb, with the current trend I expect only 2 or 3 bees
- would render fully in the same scene before the above occured again. Although
- I appreciate that this bee is an incredibly complex single object (25,000
- polygons I think), I'm still worried that whole scenes with many objects
- would fail to render effectively, even with 32 Mb of RAM.
-
- So, after all that verbal diahorrea my question is, does 3.3 utilise a swap
- file arrangement to solve this problem, akin to 3DStudio's solution. (I know,
- 3DStudio is much more expensive, but Imagine seems so well kitted out in other
- areas - as above - why not here).
-
- If you can understand my meaning here, please email me.
-
-
- Thanks.
-
- Si.
-
-
- Date: Thursday, 27 July 1995 16:28:01
- Subject: Stuff from Aminet
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
-
-
- You probably wouldn't have guessed it from the subject heading, but this
- question goes out to you guys using PC's. I recently got some files
- related to Imagine off Aminet. Somebody once mentioned that LHA.exe
- could be used to decompress lha-compressed files on the PC, which was
- good, because I have LHA.exe, and the files from Aminet where LHA
- compressed. However, when I tried to decompress the files I got some
- kind of error message(broken file, or something like that). Do I need a
- different decompression program?
-
- Also, is there a difference between Imagine objects on the Amiga and PC?
- I'm guessing that most of the Imagine objects on Aminet where done on the
- Amiga, and I'd like to know if they will work on my PC(assuming I can get
- them decompressed first).
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Thursday, 27 July 1995 16:37:07
- Subject: Re: Fuzz texture tip...
- From: jprusins@cybergrafix.com (John Prusinski)
-
-
- ----------------------------------------------------------------------------
-
- >John, thanks for that insight! Luxurious fabric backgrounds (silk,
- >velvet...) can be just the thing needed for some projects. Your message
- >is going straight to my archive directory.
- >
- >
-
- I'm honored! :-=)> Incidentally, I had a brain spasm and after a bit of
- experimenting discovered that the same technique, with a very fine
- "grain" and very close color tolerances (and no specularity) can be used
- to create a perfect simulation of the surface of a pool table. Billiards
- animation, here we come!
-
- John
-
-
-
- Date: Thursday, 27 July 1995 17:35:42
- Subject: Re: JPEG Pictures!!!
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I would love to see small jpegs of the work people are doing.
-
- But, with one stipulation!
-
- If someone posts a small jpeg (maybe we could set a limit) they should
- include a short description of the steps taken to build it. (techniques,
- short-cuts, textures, effects, etc.) That way these become tutorials to learn
- from, and that's why I'm here.
-
- Rick
-
- PS - I'm suprised after the endless posts about Amiga vs PC, "Crowbar Mike",
- a Russian prostitute, and so on, that anyone would gripe about someone
- posting a good example of a new rendering technique.
-
-
- Date: Thursday, 27 July 1995 17:39:19
- Subject: Re: Imagine 4.0 Questions
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- > And what of the talk (and hint in the 3.3 install sheet) about 4.0
- > being the last Imagine? Has Impulse elaborated/explained?
-
- I've been told there will be an Imagine 5.
-
- Rick
-
-
- Date: Thursday, 27 July 1995 18:33:49
- Subject: Re: I need a Job!!
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
- On Jul 27, 1:16am, SGiff68285@aol.com wrote:
- >
-
- > How did you get in the door if you don't mind me asking?
- > You must be a good illustrator or artist. Do you use Imagine with any of
- > your work at Disney?
- >
- > Stephen
- >-- End of excerpt from SGiff68285@aol.com
-
- Since I seem to get asked this by a lot of people, I figured that I would post
- my story to the list. This may help some of you who dream of making 3D
- animation their career. Just keep in mind that from the time I started using
- Imagine to the time I started at Disney took about 4 years, so be patient.
-
- Okay- here is my background. In college I majored in Physics and minored in
- art. After working as a programmer for NASA for a couple of years I saw Pixar's
-
- "Tin Toy" and decided 3D animation is what I wanted to do.
-
- After much research, I bought a (then new) Amiga 3000 and a recently released
- version of Imagine 1.1. I did some demos, joined my local SigGraph charter and
- met up with a guy who was art director for a CD ROM company. He liked my demos
- (done to VHS with DCTV) and hired me to do some animations for a CD ROM called
- "Shark Alert".
-
- After showing my animations after one of the meetings, the lead animator for the
-
- biggest post production house in Washington DC, asked me if I would like to
- train on an SGI (using Prisms software) and freelance to relieve him of some of
- his burden since he liked my Amiga stuff. As I was learning Prisms, he got
- hired by Rhythm & Hues in L.A. and the post production facility that I was
- training at bought another facility out and brought over their animators,
- leaving no positions for me (who still didn't have real production experience).
-
- I later trained some on WaveFront at another facility and sent out demo reels
- everywhere. I was now in my 6th year as a programmer for NASA.
-
- My reel got noticed at Disney and I got hired as a TD (technical director) since
-
- I didn't have real production experience. I am more of a programmer here, but
- hope to some day work my way into CG animation.
-
- Sorry to say, but it is very unlikely that anyone would get hired here (or at
- practically any high-end facility) as a CG (computer graphics) animator without
- SGI experience and proficiency with packages like Alias, SoftImage and Prisms,
- unless they have some serious work experience and an extremely impressive demo
- reel.
-
- It is far easier to get in through the technical door. If you are a strong C
- and C++ programmer on the UNIX platform AND have animation experience, then
- there are a lot of facilities looking for TD's with such experience.
-
- However, a great way to break in as an animator is a lot of the new games
- companies popping up. Impressive animations using Imagine will get noticed at
- such companies and it can be a great start and a great place to get started on
- high-end packages such as Alias and SoftImage. These facilities pay a lot less
- than the big special effects and film houses, but are great places to start.
-
- And no, we don't use anything except SGI's at work.
-
- Anyway, good luck to everyone!
-
- Craig
-
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Thursday, 27 July 1995 19:09:45
- Subject: Don't kill me if this don't work
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 25-Jul-95 17:29:16, CausticLum wrote:
-
- >Here it is in all its glory! This is is my first try and did it in about an
- >hour or two.
-
- Wow, almost looked like a real 3D render :)
-
- I'll have to try that tutorial of yours.
-
-
- Torge!r
-
-
- Date: Thursday, 27 July 1995 19:09:47
- Subject: Motion Blur Trick
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 26-Jul-95 13:56:02, Granberg Tom wrote:
-
- >I have come up with a good way doing motion blur for real, I think so anyway
- >and shall test it when I get back from Siggraph. But having used Lightwave
- >for a while as well as Imagine, I think it should work. Lightwave uses it's
- >Antialiasing threshold to make motion blur. So I figured that if you took
- >the finished rendered pictures into lightwave as a animated backdrop. Dont
- >ad lights, just standard rendering setup, but with 8 or
- >12 antialiasing steps, it will create real motion blur. And I dont think it
- >would take up so much extra rendering time either. If this works I will start
- > using Lightwave as my motion blur "plug in" for Imagine.
-
- Lightwave renders the object several times, in different positions, and then
- combines them to create the motion blur. The anti aliasing setting decides how
- many positions the object is rendered in (it is moved slightly before each
- anti-aliasing pass).
-
- The best way to create motion blur in imagine, is to render your animation
- with too many frames (slow motion anim..), and compose groups of images to
- create individual, motion blurred, frames. It is a lot slower than the LW
- motion blur though, because you have to render everything for each frame, and
- not just the moved objects.
-
- BTW: anyone else remember Steve Worley's Motion blurred bowling picture that
- came with understanding imagine 2.0? That was created using this technique.
-
-
- Torge!r
-
-
- Date: Thursday, 27 July 1995 19:24:41
- Subject: RE:Realistic Glass(long)
- From: Lumbient@aol.com
-
-
- ----------------------------------------------------------------------------
-
- ==O snip O==
- >Have you tried making sure the edges (ie where Rim and Base join the
- >body) are 'Sharp' ie 'Make Sharp'. This is something I have recently
- >discovered to make a huge difference on these type of objects, and
- >you do end up with linear highlights, and great rim highlights. I've
- >just finished an object using this and it looks great, without any
- >special mapping tricks.
- ==O snip O==
-
- Making the edges sharp won't help. The phong algorithm makes spots only.
- Never will it make a strip. In order to make a strip that runs up and down
- you have to fake it. I've tried it your way and it didn't work.
-
- ---Lum
-
-
- Date: Thursday, 27 July 1995 19:28:09
- Subject: RE-Motion blur(p)
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
-
- I guess I hoped for to much?
- My glorious idea didnt work, shit! It would have been nice tough.
-
- Later!
-
- Tom Granberg (Renderbrandt)
-
-
-
- Date: Thursday, 27 July 1995 19:46:40
- Subject: How about...
- From: Lumbient@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Hi Mike first I'd like to say...sorry. I really feel bad for you taking all
- this shit. Now here is my nice suggestion:
- I'd like a light that the beams curve inward. Kind of like a lens. The
- farther you get from the light the brighter and smaller the spot gets. This
- would also help for planet shading.
- DIAGRAM:
- |---_____\
- |--------------\ <--Thats the focal point.
- |--------------/ ^
- |------------/
-
- Me and my bad ASCII drawings!
-
- ---LUM
-
-
- Date: Thursday, 27 July 1995 19:50:15
- Subject: Pallete Generation
- From: Garry61@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Why is there a pallette generation for 24 bit images in Imagine PC version?
-
- If the subproject is set to 24 bit - why does Imagine have to generate a
- pallette?
-
- I could understand if the subproject were set to 256 colors.
-
- The good thing is that after I render the first image in detail or any other
- editor, I just set the requestor to use previous pallette and all renders
- come out fine because there is no pallette in a 24 bit picture.
-
- If I am wrong let me know.
-
-
- Date: Thursday, 27 July 1995 19:59:06
- Subject: Re: Imagine 2.0 Question. (DXF's)
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > Would you kindly let us know where this program can be found? I know
- > somebody mentioned it before, but at the time I didn't need it so I
- > wasn't really paying attention(I know, I'm a moron:).
-
- You can get it from my homepage at http://www.websharx.com/~silicon.
-
- Andrey
-
-
- Date: Thursday, 27 July 1995 20:06:09
- Subject: Re: Imagine 2.0 Question. (DXF's)
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-27 13:50:38 EDT, you write:
-
- >Would you kindly let us know where this program can be found? I know
- >somebody mentioned it before, but at the time I didn't need it so I
- >wasn't really paying attention.
-
- I know Andrey has it posted on CIS in the Imagine library. Where else he has
- it located I'm not sure. I see his name on the list here frequently so I'm
- sure he will jump in and get you some good info on where you might best pick
- the file up.
-
- Bob....................
-
-
-
-
- Date: Thursday, 27 July 1995 20:53:15
- Subject: Re: Stuff from Aminet
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Thu, 27 Jul 1995, Richard Heidebrecht wrote:
-
- >
- >
- > You probably wouldn't have guessed it from the subject heading, but this
- > question goes out to you guys using PC's. I recently got some files
- > related to Imagine off Aminet. Somebody once mentioned that LHA.exe
- > could be used to decompress lha-compressed files on the PC, which was
- > good, because I have LHA.exe, and the files from Aminet where LHA
- > compressed. However, when I tried to decompress the files I got some
- > kind of error message(broken file, or something like that). Do I need a
- > different decompression program?
- >
-
- Some Amiga users have encountered this problem. When you download the
- *.lha files from an FTP site, set the transfer mode to binary - type
- `bin' w/o the quotes.
-
- >
- > Also, is there a difference between Imagine objects on the Amiga and PC?
- > I'm guessing that most of the Imagine objects on Aminet where done on the
- > Amiga, and I'd like to know if they will work on my PC(assuming I can get
- > them decompressed first).
- >
-
- The file format is the same. The only thing that isn't compatible with
- both versions (Amiga & PC) is the procedural textures. Ok, and the
- brushmaps, but those can be converted. I think there were two textures
- that were included in the PC version and not in the Amiga version;
- Caustics, and something else.
-
- >
- > ~Rick Heidebrecht~
- >
- >
- >
-
- That'll be $0.02, please.
-
- See ya,
- Roger
-
-
- Date: Thursday, 27 July 1995 21:44:18
- Subject: CityBuilder and Space Essentials
- From: Cedric Georges Chang <changc9@rpi.edu>
-
-
- ----------------------------------------------------------------------------
-
- Select Solutions, a mail order company, is selling CityBuilder and Space
- Essentials for Imagine. I have never heard of these products. Can anyone
- comment on them?
- Thanks
-
- Cedric
-
- --
- ---------------------------------------------------------------------------
- Cedric Chang Mechanical Engineer // Amiga 3000 '040
- changc9@rpi.edu Rensselaer Polytechnic Institute \X/ CgFx/EGS Piccolo
- ---------------------------------------------------------------------------
-
-
- Date: Thursday, 27 July 1995 21:58:35
- Subject: Re: Video boards
- From: Garry61@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Your ideas are really what I had intended. That is, for users of Imagine to
- relate experience with their boards and let everyone else know what works.
- We really are on the same wavelength.
-
-
- Date: Thursday, 27 July 1995 22:05:01
- Subject: Re: Professional vs. ?Amateur
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
- On Jul 26, 12:50pm, imagine-relay@email.sp.paramax.com wrote:
- >
-
- > >
- > > On Mon, 24 Jul 1995, Kent Marshall Worley wrote:
- > >
- > > >
- > > > The Mighty Morphin Power Rangers looked raytraced to me!
- > > >
- > >
- > > Nah, raytraced characters usually have better acting skills! :)
- > >
- >
- > A friend of mine did the Scorpion animations for that movie - he was using
- > Prisms. Whatever Prisms uses, that's what it is in the movie I guess.
- >
- > Lucky b*****d - he has a couple of Indigo 2 Extremes in his living room,
- > works from home...
- >
- > j.
- >
- >-- End of excerpt from imagine-relay@email.sp.paramax.com
-
- Prisms does both- it has a raytracer and a scanline mode (I believe that it has
- shadow mapping now).
-
- My co-worker said that her husband did the Scorpion animation for the Power
- Ranger movie and that he works from home. Small world, eh?
-
- Craig
-
-
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Thursday, 27 July 1995 22:07:21
- Subject: Re: JPEG Pictures!!!
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Fri, 28 Jul 1995, Bill Boyce wrote:
-
- >
- > I for one use an offline reader. I'm already getting 50 odd massages a day
- > just from IML and don't really want the images - I haven't even investigated
- > decoding them yet. Well, I want the images, but not as mail. This sounds
- > like a great solution. It gets my vote, and thanks for the offer!
- >
-
- Would it be feasible to set up another mailing list, for those of us who
- want the images? The IML Images Mailing List?
-
- >
- > Bill
- >
- >
-
- That'll be $0.02, please.
-
- See ya,
- Roger
-
-
- Date: Thursday, 27 July 1995 22:07:47
- Subject: Re: Render speeds
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
-
- (Excerpts from recently posted results of the renderme survey on
- compuserve 6/25/95 - 7/2/95)
-
- > SCANLINE TRACE IMAGINE VERSION
- > mm:ss mm:ss
-
- >COMPUTER TYPE
-
- > AMIGA
-
- > AMIGA 2500 03:10 08:14 V3.2
- > (68040/33)
- ...
-
- > AMIGA 3000 14:57 47:30 V3.2
-
- > AMIGA 4000 05:35 15:47 V3.2
-
- > AMIGA 4000 02:07 05:45 V3.2
- > (68040/40)
-
-
- > PC
-
- ...
-
-
- > PENTIUM 60 00:49 02:24 V3.2
-
-
- > PENTIUM 75 00:33# 01:57# V3.2
-
-
- > PENTIUM 90 00:35 01:42 V3.2
- > 00:36 01:44
- > 00:35 01:52
- > NONE 01:53
- > 00:28# 01:37#
-
-
- > PENTIUM 100 00:25# 01:28# -
-
-
- > PENTIUM 120 00:23# 01:20# -
-
-
- ************ GET THE LEAD OUT ESCOM!!!!!!!!!! ************
-
-
- (Sorry, I just had to get that out of my system) -- Dave
-
-
-
- Date: Thursday, 27 July 1995 22:08:29
- Subject: Re: Help on Island Trace
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >Recently I ran into a problem that made me think of a couple of things I
- >would like to see in 4.0. I am creating an island like Myst except it looks
- >nothing like Myst. After creating everything I needed to add a sky. However
- >I knew that using a sphere and scaling it fairly large would slow down the
- >trace. It did significantly. I would have been happy with just using a
- >backdrop but unfortunately when animating the camera the backdrop bobs up and
- >down in the ocean since it moves with the camera. I would have been happy
- -SNIP-
- >Stephen G.
-
- If a backdrop was O.K., how about something I often do to get around this
- problem. Stick your backdrop image on a simple (2 poly) plane and put that in
- the background. Use Newmode in the stage editor to size and position it in the
- camera view so the edges never show in the animation, and away you go. Oh, and
- align it to the camera to get the initial alignment.
-
- Bingo Bango! The same effect as a backdrop, but wihout the movement. Great for
- star scapes, too. Not sure on the rendering time effect, but it shouldn't be
- to bad.
-
- Bill
-
-
-
- Date: Thursday, 27 July 1995 22:08:38
- Subject: ------=> Sorry NO Subject!
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- >>I might as well reply to this message than create a new message. Does
- >>anybody know if Gigamem works very well w/ Imagine? I wanted to render a
- >>few objects, but most of them require at least 12-14 megs, and I
- >>unfortunately only have 10. And by the way, how much is Gigamem? And
- >>yet one more question put to you, how much is the PC version of Imagine?
-
- >Try VMMV31.lha from Aminet. Don't know the exact path and can't look it up
- >while composing this message (I'm on a PC :( ).
-
- Do any of these virtual memory programs work on an Amiga 3000 that has
- no ROM chip and so loads Kickstart into Fast RAM? Someone told me
- that they couldn't work on such machines for reasons that have to do
- with the MMU...
-
- -- Dave
-
-
-
- Date: Thursday, 27 July 1995 22:10:15
- Subject: My Spline Editor/Metaballs preference flip-flops :)
- From: DAVEH47@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- >A little birdy (with a crowbar) told me Metaballs will be implimented
- >in Imagine as an FX that will work both in Detail and Stage editors.
-
- As an FX??? On second thought, I think I'd rather have a
- spline modeller...
-
- -- Dave
-
-
-
- Date: Thursday, 27 July 1995 22:26:57
- Subject: Re: Re:Mike H
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 26-Jul-95 13:21:30, Dave Rhodes wrote:
-
- > When I first joined this list, not so long ago, one of the first personal
- >mails I got was from Mike H. It was about two lines long, and was only a
- >jokey comment about my sense of humour (!) , but boy, was I thrilled to
- >get personal mail from the guy who owns the company that makes my favourite
- >software, all those miles away...
-
- Hey, I've also gotten private emails from Mike H., and they have never been
- rude or unpolite. Some have just been jokey comments like the one you
- received, and others have been questions asking for more details about
- subjects I was discussing on the list at the time.
-
- I guess he gives you your attiude right back to you :)
-
-
- Torge!r
-
-
- Date: Thursday, 27 July 1995 22:26:59
- Subject: Re: lensflare
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- On 27-Jul-95 17:05:40, Bill Boyce wrote:
-
- >>is it me or does the lensflare on lightwave look better than the one in
- >>Imagine, I was just curious, since they both seem very similar but i
- >>thought i noticed a slight difference. thanks!
- >Imagines is supposed to be physically accurate, where Lightwaves is
- >aesthetically accurate (!?). Lightwave allows star filters and the
- >like which give a 'richer' effect to the flare, and more sophisticated
- >'glow' to the light. Impulse - please spend some more time studying
- >Lightwaves flares - network bosses love them.
-
- Is it just me, or does it seem strange that we're all (well, at least the
- majority of 3D artists) trying to replicate an effect that motion picture
- directors try hard to avoid?
-
- And by the way: I prefer the flares in imagine over the lightwave ones.. You
- just have to work a little more to set them up correctly. Using flares in
- lightwave is like putting up a big billboard saying "Look everyone!! I am
- using lightwave!"
-
-
- Torge!r
-
-
- Date: Thursday, 27 July 1995 22:39:40
- Subject: Re: 3.3 PC Bugs
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >Here are two bugs in the 3.3 PC release.
- >
- >1. "Ignore Lens Flair" option on Light attribute selector window kills
-
- Cool - Lens flares with flair. Why hasn't the Amiga version got this flag!
- Imagines flares could use more flair :)
-
-
-
- Date: Thursday, 27 July 1995 22:54:06
- Subject: Re: Motion Blur Trick
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >On 26-Jul-95 13:56:02, Granberg Tom wrote:
- >
-
- >The best way to create motion blur in imagine, is to render your animation
- >with too many frames (slow motion anim..), and compose groups of images to
- >create individual, motion blurred, frames. It is a lot slower than the LW
- >motion blur though, because you have to render everything for each frame, and
- >not just the moved objects.
- >
- >BTW: anyone else remember Steve Worley's Motion blurred bowling picture that
- >came with understanding imagine 2.0? That was created using this technique.
- >
- >
- >Torge!r
-
- The latest (?) DV magazine has a great article on using an old cel animators
- trick
- of only animating that which moves (like that makes sense). What I mean is, you
- only render the moving objects, and composite in objects that don't move, which
- you render seperately, and only once. This makes no sense, even to me. Yes,
- English is my first language. Hmm. an example is in order.
-
- If you had a scene where a plane flew towards some buildings, and the buildings
- didn't move and the camera didn't move, then you render one frame with just the
- buildings, then render the animation with the plane and no buildings, then
- composite the two together. That's the generic description. In Imagine in
- practice
- you use layers to set what is and isn't rendered, then render the buildings
- first
- and use them as a backdrop image in the plane rendering. Comprendez?
-
- In programs which have alpha channels you can render a foreground frame as well
- and use compositing software, so the plane could fly behind some buildings
- and in front of others. Roll on Imagine 4.
-
- The upshot of this is, you save big time on rendering because imagine only
- has to
- render the buildings once.
-
- And they took a whole article to explain this! Actually, it's worth getting. At
- least read it in the shop.
-
- Bill Boyce
-
-
-
- Date: Thursday, 27 July 1995 22:59:40
- Subject: Re: Virtual memory in Imagine.
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >
- >> So, after all that verbal diahorrea my question is, does 3.3 utilise a swap
- >> file arrangement to solve this problem, akin to 3DStudio's solution. (I know,
-
- >> 3DStudio is much more expensive, but Imagine seems so well kitted out in
- other
- >> areas - as above - why not here).
- >>
- >> If you can understand my meaning here, please email me.
- >>
- >
- >I too have had this problem with Imagine - in fact it's one of the things
- that's
- >preventing me from using it right away for some stuff I'm doing (using
- Truespace
- >instead).
- >
- >A few days ago I saw a post from someone that stated how to make Imagine
- >work under Win95 - is it possible that Win95's virtual memory scheme would
- >be used by Imagine if run that way? I know that Win95 makes it's VM available
- >to apps run in a DOS box - i.e. 16 Megs of real memory + 24 Megs of Win95 VM
- >= 40 Megs of RAM to a DOS application run in DOS box.
- >
- >If that were the case, then problem solved. Otherwise, I too would like to
- >cast my vote for some sort of Virtual Memory scheme for Imagine. Until then,
- >I'm a little unwilling to use it in case I get into a "my scene is too big
- >for Imagine" bind - which I am apt to do.
- >
- >j.
-
- Is the problem linear though? ie if it won't render in 8Mb then 3 bees won't
- render
- in 24 Mb?? The best solution, virtual memory being as slow as it is, is slicing
- the render in as many slices as it takes a la Lightwave. This would incur less
- of a performance penalty, wouldn't it?
-
- And wouldn't it be nice if it told you it didn't have enough memory, rather than
-
- just dropping bits out? I once render sveral hundred frames over several weeks
- just in time for a deadline, and found my tablecloth dissapeared in several
- frames.
- The only option was to paint it back in. That was a nightmare :(
-
-
-
- Date: Thursday, 27 July 1995 23:15:36
- Subject: Re: your mail
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- >
- > Do any of these virtual memory programs work on an Amiga 3000 that has
- > no ROM chip and so loads Kickstart into Fast RAM? Someone told me
- > that they couldn't work on such machines for reasons that have to do
- > with the MMU...
- >
- > -- Dave
- >
-
- Not confirmed on my home machine,--but I have a friend at club who runs
- VMM all the time on his A3000. To my knowledge, the only limitation was
- that you have to have WB 3.x. (I made the mistake of trying Gigamem.
- Should have spent my money upgrading workbench, instead).
-
-
- Date: Thursday, 27 July 1995 23:44:43
- Subject: Re: JPEG Pictures!!!
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >
- >> Of course, *I* should speak, right! I've sent UU files to the IML ohh, 3
- >> times this month? Sure, I felt it was For The Common Good, but why
- >> should my judgement be any better than that of other IML members who
- >> feel their render holds some cosmic value? Maybe it's time for another
- >> debate? After all, a year has passed, and the people on the List aren't
- >> all the same as last year. Whaddya say?
- >>
- >
-
- >Now, using the mailing list is obviously a pain in the butt for some members
- >of the list - those that pay for their mail by the article, etc. Also,
- >those with off-line readers are probably not too happy with having to sit
- >through a 15 minute download just for one message.
- >
- >So, why not set up an easily accessible ftp site that people can use to swap
- >images? <ahem> This is where I step in. I run an Internet Presence Provider
- >here in Los Angeles, and I personally own over 7 hosts on my network. I would
- >be more than happy to set up an image swapping site if it were needed and
- >wanted - and I may even be able to turn it into a Web gallery if it were big
- >enough and used often enough to justify the effort.
- >
-
- >jay@phxmedia.com
- >
- I for one use an offline reader. I'm already getting 50 odd massages a day
- just from IML and don't really want the images - I haven't even investigated
- decoding them yet. Well, I want the images, but not as mail. This sounds
- like a great solution. It gets my vote, and thanks for the offer!
-
- Bill
-
-
-
- Date: Friday, 28 July 1995 00:08:18
- Subject: Re: Virtual memory in Imagine.
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-27 12:30:30 EDT, wilkinso@cambridge.scr.slb.com
- (Simon Wilkinson) writes:
-
- >does 3.3 utilise a swap file
-
- Imagine doesn't and DOS doesn't but Windows does and WinImagine is coming.
-
- Rick
-
-
- Date: Friday, 28 July 1995 00:11:59
- Subject: Re: Imagine 2.0: What a Discovery!
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-27 17:20:16 EDT, weiss@epx.cis.umn.edu writes:
-
- >I almost accidentally picked up Waite's "3d Modelling Lab" and am VERY
- >impressed
-
- It sounds as though you may be fairly new to this list. If you are I
- recommend you keep reading the posts and hold on. You'll learn plenty right
- here. No matter how new you are to Imagine if you have any questions, ask
- them and they will be answered. From what I here about 2's manual you're not
- missing much.
-
- Don't worry, there are plenty of PC Imagine users out here. And I don't know
- if Imagine is such a secret. Most 3D graphic mags make reference to Imagine
- on a fairly regular basis. Now remember Impulse is not the size of the likes
- of Autodesk so not much money is spent on advertising, so no, you don't see
- many ads.
-
- Don't throw that card away! After you're comfortable with 2 and read on this
- list what people are doing with 3 and up, you'll be looking in the couch
- cushions for change to upgrade. Another option, if they still have it, is
- Imagine Lite for $99. It's Imagine 3 without bones and cycle editor. Of
- course Imagine 4 is coming, and it has a whole program's worth of new
- features over 3!
-
- Have fun.
-
- Rick
-
-
- Date: Friday, 28 July 1995 00:13:46
- Subject: Re: JPEG Pictures!!!
- From: Valleyview@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-27 17:51:56 EDT, imag-l@phx.phxmedia.com (Imagine
- Users Mailing List) writes:
-
- >So, why not set up an easily accessible ftp site that people can use to swap
- >images?
-
- Plenty of us from America Online (including Lum who always starts this) that
- can't upload files to the net.
-
- Time to look for a new server, I guess.
-
- Rick
-
- PS - 15 minute download? Time for a new modem. Lum's took me about 15
- seconds. Good reason though for a size limit.
-
-
- Date: Friday, 28 July 1995 00:39:20
- Subject: Re: Motion Blur Trick
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-27 18:43:54 EDT, you write:
-
- >The best way to create motion blur in imagine, is to render your animation
- >with too many frames (slow motion anim..), and compose groups of images to
- >create individual, motion blurred, frames. It is a lot slower than the LW
- >motion blur though, because you have to render everything for each frame,
- and
- >not just the moved objects.
- >
- >BTW: anyone else remember Steve Worley's Motion blurred bowling picture that
- >came with understanding imagine 2.0? That was created using this technique.
-
- There is an flc on Compuserve called prop.flc done by GreG tsadillas with a
- beta of Imagine 4.0 and it is in a word outstanding. Not only does it have
- great motion blur but provides the reverse strobing as well. It is to drool
- for, but we should all have it soon.
-
- Bob...........
-
-
- Date: Friday, 28 July 1995 00:42:52
- Subject: Re: JPEG Pictures!!!
- From: RobSampson@aol.com
-
-
- ----------------------------------------------------------------------------
-
- In a message dated 95-07-27 17:51:56 EDT, you write:
-
- >So, why not set up an easily accessible ftp site that people can use to swap
- >images? <ahem> This is where I step in. I run an Internet Presence
- Provider
- >here in Los Angeles, and I personally own over 7 hosts on my network. I
- >would
- >be more than happy to set up an image swapping site if it were needed and
- >wanted - and I may even be able to turn it into a Web gallery if it were big
- >enough and used often enough to justify the effort.
- >
- >Thing is - isn't there something like this already? Keep in mind that I
- have
- >no limits to disk space, access time, etc (they're my machines after all)
- and
- >we're connected via redundant T1 to the 'net. So, if there's any interest
- >in this, I'll gladly set it up for the Imagine mailing list.
-
- I think a site like this would be great. I would very much like to see what
- everyone else is doing with Imagine. Actually seeing an image would provoke
- allot of "how did you get that effect" type questions which would be
- informative for everyone I think. I hope it happens.
-
- Bob.........
-
-
-
-
- Date: Friday, 28 July 1995 01:03:01
- Subject: Re: JPEG Pictures!!!
- From: Steven M Powell <afn27231@freenet.ufl.edu>
-
-
- ----------------------------------------------------------------------------
-
- > >So, why not set up an easily accessible ftp site that people can use to swap
- > >images? <ahem> This is where I step in. I run an Internet Presence
- > Provider
-
- You have my vote for a common site to display Imagine pics.
- Render on!!!!!!!!!!!!!
-
- Phoenix
-
-
-
- Date: Friday, 28 July 1995 01:22:47
- Subject: Re: Imagine 2.0 Question. (DXF's)
- From: Sharky <sharky@websharx.com>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Thu, 27 Jul 1995, Richard Heidebrecht wrote:
-
- > On Thu, 27 Jul 1995 RobSampson@aol.com wrote:
- >
- > > I can say for sure that Imagine does not want to import dxf files from
- [snip]
-
- > Would you kindly let us know where this program can be found? I know
- > somebody mentioned it before, but at the time I didn't need it so I
- > wasn't really paying attention(I know, I'm a moron:).
- >
-
- Hiya!
-
- Try checking Andrey's homepage at http://www.websharx.com/~silicon, I
- believe it's linked there and may also be available via anonymous ftp as
- well.
-
- Aloha,
- Sharky
-
-
- Date: Friday, 28 July 1995 01:49:09
- Subject: Re: How about...
- From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
-
-
- ----------------------------------------------------------------------------
-
- On Thu, 27 Jul 1995 Lumbient@aol.com wrote:
-
- > Hi Mike first I'd like to say...sorry. I really feel bad for you taking all
- > this shit. Now here is my nice suggestion:
- > I'd like a light that the beams curve inward. Kind of like a lens. The
- > farther you get from the light the brighter and smaller the spot gets. This
- > would also help for planet shading.
- > DIAGRAM:
- > |---_____\
- > |--------------\ <--Thats the focal point.
- > |--------------/ ^
- > |------------/
- >
- > Me and my bad ASCII drawings!
- >
- > ---LUM
-
- Kind of like an inverse spotlight?
-
-
- ~Rick Heidebrecht~
-
-
-
-
- Date: Friday, 28 July 1995 03:06:13
- Subject: Re: JPEG Pictures!!!
- From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Charles, on Jul 26 you wrote:
-
- > I seem to remember some debate about this topic last year, and the
- > consensus was that posting unsolicited binaries to the IML was not a
- > good thing. .......
-
- > <deleted>
-
- > (My opinion: TINY demo images showing features of upcoming, unreleased
- > versions of Imagine are OK. Anything else, well... let me see what
- > everybody else thinks first)
-
- I have a uucp account with virtually no restrictions on incoming mail, but
- I can see a problem with masses of jpegs coming in for no apparent reason.
- If someone is providing a tutorial and needs to add a descriptive pic or
- even an Imagine screen grab then that would be great.
-
- I think an ideal solution would be a site for IML.art which could be
- accessed via ftp but I don't know what would be involved in setting
- this up. Pics could be held for a limited time then deleted, similar to
- Aminet/pub/private.
-
- -- Bob
-
-
- Date: Friday, 28 July 1995 03:38:06
- Subject: Re: I need a Job!!
- From: craigh@fa.disney.com
-
-
- ----------------------------------------------------------------------------
-
-
- As far as Imagine goes, I do know a guy who got a job with Industrial Light and
- Magic with a demo reel consisting only of 5 minutes of Imagine animation.
-
- So anything is possible!!
-
-
-
- --
- _____________________________________________________________________________
- __
- ##### Craig Hoffman
- #~ ~### craigh@fa.disney.com
- @ @ #?)
- < /| Walt Disney Feature Animation
- `-' /
- |__/
- _____________________________________________________________________________
-
-
-
- Date: Friday, 28 July 1995 05:01:46
- Subject: Re: Stuff from Aminet
- From: SGiff68285@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Amiga Imagine files are the same as PC versions. I use Winzip 5.6 for
- Windows and have LHA.EXE (dated 1991) It has always worked for me. Once in
- a while I have had problems extracting things due to the long filenames, but
- usually it will truncate the filename and extract fine.
-
- s.g.
-
-
- Date: Friday, 28 July 1995 09:07:43
- Subject: Upload - Download Sites
- From: dvwilson@supernet.ab.ca (Dave Wilson)
-
-
- ----------------------------------------------------------------------------
-
- Hi, I'm just wondering if there is a common site for
- Picture and Object Ups and Downs? I have some stuff I would
- like to share and I would like to see stuff that everyone else
- has done. If there isn't one, shouldn't we make one?
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
- {} < President
- - BrainWave Productions {}
- {} Dave Wilson - Imagineer and More > Keyboards, Grafx, And Animations
- {}
- {} dvwilson@tibalt.supernet.ab.ca < For State Of Affairs.
- {}
- {} > "t e C h n
- o L O g y i S g o D !" {}
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
-
-
-
- Date: Friday, 28 July 1995 09:16:29
- Subject: How To make a SUN?
- From: dvwilson@supernet.ab.ca (Dave Wilson)
-
-
- ----------------------------------------------------------------------------
-
- I know this has been covered several times but I'm
- a twit. I'm trying to make a good SUN object and I'm having
- a real tough time. The sun is not going to be viewed close up
- at all but I need it in my solar system. The closest I would get
- to it would be about Venus so I'll need to get enough detail for
- that kind of distance. I can get decent surface features but
- all the corona effects are really hard to get. there was a demo
- put up way back that showed something about using a layered
- object which was real nice (if I remember correctly).
-
- I'm using 3.0 on a dx4/100 with 16 megs ram.
- Thanks in advance.
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
- {} < President
- - BrainWave Productions {}
- {} Dave Wilson - Imagineer and More > Keyboards, Grafx, And Animations
- {}
- {} dvwilson@tibalt.supernet.ab.ca < For State Of Affairs.
- {}
- {} > "t e C h n
- o L O g y i S g o D !" {}
- {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
-
-
-
- Date: Friday, 28 July 1995 09:28:38
- Subject: Re: Motion Blur Trick
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Bill, on Jul 28 you wrote:
-
- > The latest (?) DV magazine has a great article on using an old cel animators
- > trick
- > of only animating that which moves (like that makes sense). What I mean is, yo
- u
- > only render the moving objects, and composite in objects that don't move, whic
- h
- > you render seperately, and only once. This makes no sense, even to me. Yes,
- > English is my first language. Hmm. an example is in order.
- >
- > If you had a scene where a plane flew towards some buildings, and the building
- s
- > didn't move and the camera didn't move, then you render one frame with just th
- e
- > buildings, then render the animation with the plane and no buildings, then
- > composite the two together. ......
-
- I've used this technique myself when animating on a highly textured ground
- plane. Just render the ground once and use compositing. The down side is
- when you have to have shadows you need the background in every frame.
-
- -- Bob
-
-
- Date: Friday, 28 July 1995 09:37:22
- Subject: The last suggested Imagine improvement
- From: jacob@altair.csustan.edu (Dave Jacob)
-
-
- ----------------------------------------------------------------------------
-
- Here is my idea--why not include a seperate module that will allow the Imagine
- users themselves to construct their own add-ons? Kinda like a Imagine
- Toolbox, built into a GUI along the lines ala KAI ? The combinations
- would be infinite and we could share the best on the list.
-
- Dave
-
-
- Date: Friday, 28 July 1995 09:57:09
- Subject: Re: Spline Int.
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello pantera, on Jul 27 you wrote:
-
- > whats spline interpolation? what is it good for and whyt would you use
- > it...sorry for the ignorance...
-
- It's explained in the manual, but I understand yours was stolen. :-(
-
- Basically, if you have set an object to move to two absolute positions (B,C)
- over 10 frames, spline interpolation will create a smooth arc that tweens
- between these positions.
-
- A,B,C = Key frames
- / \ = Discontinuous Knot
- ..... = Spline Interpolation
-
-
-
- .B.
- . / \ .
- . / \ .
- . / \ .
- . / \ .
- A/ \C
-
-
- -- Bob
-
-
- Date: Friday, 28 July 1995 11:04:54
- Subject: Render speeds
- From: Aki Laukkanen <alaukka@voimax.voima.jkl.fi>
-
-
- ----------------------------------------------------------------------------
-
-
- > > AMIGA 4000 02:07 05:45 V3.2
- > > (68040/40)
-
- No times for the Cyberstorm 060 board?
-
-
- .... This message has been cruelly tested on cute furry little animals.
-
- * Offline Orbit 0.75a *
-
-
- Date: Friday, 28 July 1995 11:06:06
- Subject: Image Mailing List Idea
- From: aciolino@rrddts.donnelley.com
-
-
- ----------------------------------------------------------------------------
-
-
-
-
- So, why not set up an easily accessible ftp site that people can use to swap
- images? <ahem> This is where I step in. I run an Internet Presence Provider
- here in Los Angeles, and I personally own over 7 hosts on my network. I would
- be more than happy to set up an image swapping site if it were needed and
- wanted - and I may even be able to turn it into a Web gallery if it were big
- enough and used often enough to justify the effort.
-
- As far as I know, there isn't an "image exchange" site. Yes, AmiNet
- has some pix, but we are talking about fast turnaround, 10K images to
- detail a question that we are having ("Why does my glass look plastic?
- Here's a render of it right now") and to solve problems.
-
- Based on the last day's mail, here's my suggestions:
-
- 1) Use jay's offer and set up a small IML for just images. Anyone who
- doesn't want images doesn't have to get them. Anyone does want them,
- well, every day there are some.
-
- 2) Posting Images to a Web Page. This was, users, such as AOL users,
- can access the page and view an image if they are trying to help solve
- a problem. Bandwidth would only then be the requested picture.
-
- 3) Allowing either jay or some kind user to uudecode/un-MIME images
- sent by users who are using providers that "filter" them from easily
- sending binaries (AOL again). A user could e-mail an image to a
- mailserv on jay's machine that would automagically uudecode the image
- and place it in the "inbox" on the web server.
-
- 4) (Optional) Allowing users of the mailing list (Image Mailing List)
- to mail to a common user "postpic", who would be the same as #3, so
- that users can upload binaries either though FTP or e-mail.
-
- 5) Verify that jay's server will be up for a while and that the
- service that is being offered isn't a "fair weather" service; i.e., it
- will be around for a while.
-
- 6) Credit to users on the IML and the new IML for each image. A
- one-line caption will do, or the option to "gallery" a user's work.
- This could be done with some fancy PERL scripts to auto-build a web
- page.
-
- Lucky 7) Ask some users to help administer the New IML. I would
- volunteer for that!
-
- Person problems/opinions with/of this? Send to me!
-
- New ideas: send to the mailing list.
-
- Flames: Cook some marshmallows and chill out!
-
- -AC
-
-
- Date: Friday, 28 July 1995 11:17:05
- Subject: Re: Stuff from Aminet
- From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege)
-
-
- ----------------------------------------------------------------------------
-
- >However, when I tried to decompress the files I got some
- >kind of error message(broken file, or something like that). Do I need a
- >different decompression program?
- Nope, but you need to transfer them in 8bit binary mode.
- If you're using an ftp program do this on the commandline:
- type bin
-
- If you're using WWW to get them from Aminet then you should configure you're
- brower to handler *.lha as an binary just like .zip .mpg etc.
- Other possiblity is that once in a while Wuarchive is having problems and
- sends *.lha as 7bit. On the Amiga you can run a nice program called 'Fixlha',
- which also works for other 7bit transferred files, to repair the archive.
-
- >Also, is there a difference between Imagine objects on the Amiga and PC?
- >I'm guessing that most of the Imagine objects on Aminet where done on the
- >Amiga, and I'd like to know if they will work on my PC(assuming I can get
- >them decompressed first).
- Pure objects should be fine.
- Watch out with whole projects because the staging file will hold AmigaDOS
- filenames (looooong) and paths, '/' instead of '\'.
-
- Joop
-
-
-
-
- Date: Friday, 28 July 1995 11:23:01
- Subject: RE:Realistic Glass(long)
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >==O snip O==
- >>Have you tried making sure the edges (ie where Rim and Base join the
- >>body) are 'Sharp' ie 'Make Sharp'. This is something I have recently
- >>discovered to make a huge difference on these type of objects, and
- >>you do end up with linear highlights, and great rim highlights. I've
- >>just finished an object using this and it looks great, without any
- >>special mapping tricks.
- >==O snip O==
- >
- >Making the edges sharp won't help. The phong algorithm makes spots only.
- > Never will it make a strip. In order to make a strip that runs up and down
- >you have to fake it. I've tried it your way and it didn't work.
- >
- > ---Lum
- I tested it again this afternoon and it worked fine. Note that the
- position of the highlight changes (actually becomes more accurate) so if
- you set up a glass without sharp edges and there is a spot, there probably
- won't be one after you make them sharp - it's 'there', its just shifted.
- Try setting up a scene with the light beside the glass and spin the glass
- end over end so you catch the highlight. If you still don't get it, you
- may have misconstrued my original post - let me know how you get on.
- Repeat - I tried it this afternoon and it worked fine!
-
- Bill
-
-
-
- Date: Friday, 28 July 1995 11:26:35
- Subject: Re: VMM
- From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege)
-
-
- ----------------------------------------------------------------------------
-
- >Do any of these virtual memory programs work on an Amiga 3000 that has
- >no ROM chip and so loads Kickstart into Fast RAM? Someone told me
- >that they couldn't work on such machines for reasons that have to do
- >with the MMU...
- Yes, as plain and simple you can get.
-
- I have an A3000 and used to have a bootrom which loaded Kickstart.
- Now I do have 3.1 and won't go back. Its worth it for me because I have a
- gfxcard.
- Just to be sure I'll look it up in the docs of VMM.
-
- Joop
-
-
- Date: Friday, 28 July 1995 11:29:28
- Subject: Re: lensflare
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >On 27-Jul-95 17:05:40, Bill Boyce wrote:
- >
- >>>is it me or does the lensflare on lightwave look better than the one in
- >>>Imagine, I was just curious, since they both seem very similar but i
- >>>thought i noticed a slight difference. thanks!
- >>Imagines is supposed to be physically accurate, where Lightwaves is
- >>aesthetically accurate (!?). Lightwave allows star filters and the
- >>like which give a 'richer' effect to the flare, and more sophisticated
- >>'glow' to the light. Impulse - please spend some more time studying
- >>Lightwaves flares - network bosses love them.
- >
- >Is it just me, or does it seem strange that we're all (well, at least the
- >majority of 3D artists) trying to replicate an effect that motion picture
- >directors try hard to avoid?
- >
- >And by the way: I prefer the flares in imagine over the lightwave ones.. You
- >just have to work a little more to set them up correctly. Using flares in
- >lightwave is like putting up a big billboard saying "Look everyone!! I am
- >using lightwave!"
- >
- >
- >Torge!r
- >
- Probably because most people set everything on in lightwave and get the
- 'billboard' effect you describe. You can actually switch on and off all
- the constituent parts - like Imagine, only there are a lot more parts - thus
- allowing some subtlety. I've heard someone say the Lightwave 4 lens flare
- requester fills the screen! It's always nice to have options, even if you
- don't always use them.
-
- On the subject of everyone overusing them, most of my clients like the stuff
- to look like computer graphics - realistic, but with little hints like
- flares to say 'this was done on a computer'. Some sort of ego thing on the
- art directors part, I suppose.
-
- We all know flares went out in the '70's.
-
- Bill
-
-
-
- Date: Friday, 28 July 1995 11:30:29
- Subject: Re: VMM
- From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege)
-
-
- ----------------------------------------------------------------------------
-
- >Not confirmed on my home machine,--but I have a friend at club who runs
- >VMM all the time on his A3000. To my knowledge, the only limitation was
- >that you have to have WB 3.x. (I made the mistake of trying Gigamem.
- >Should have spent my money upgrading workbench, instead).
- Not true anymore. It was a mistake in the distribution archive (3.0) which
- was solved in 3.1, that is if I'm correct. And it needed 2.1 instead of 2.04,
- had todo with locale.library support.
- What you do need is MUI(2.x), but go for 2.3 which is also on Aminet.
-
- Joop
-
-
- Date: Friday, 28 July 1995 11:33:24
- Subject: Re: 3.3 PC Bugs
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >>Here are two bugs in the 3.3 PC release.
- >>
- >>1. "Ignore Lens Flair" option on Light attribute selector window kills
- >
- >Cool - Lens flares with flair. Why hasn't the Amiga version got this flag!
- >Imagines flares could use more flair :)
- >
- >
- Replying to my own message. Cool.
-
- Just for the team at Impulse - I do like Imagines flares. Thanks guys. Don't
- want you getting the wrong impression, or being depressed all weekend (grossly
- overating the importance and effects of my messages)
-
-
-
- Date: Friday, 28 July 1995 11:38:33
- Subject: Re: Help on Island Trace
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- >In a message dated 95-07-27 20:45:38 EDT, you write:
- >
- >>If a backdrop was O.K., how about something I often do to get around this
- >>problem. Stick your backdrop image on a simple (2 poly) plane and put that
- >in the background.
- >>Bill
- >
- >Thanks for the tip, I have used that many times for stills however in an
- >animation where you are moving all over the island and the camera is
- >rotating, the backdrop method doesn't work because you would eventually see
- >the edge of it when the camera rotated. This is an Island like Myst where
- >you are going all over the island and seeing the landscape from different
- >viewpoints.
- >
- >stephen g.
- >
- Can you get you hands on, or make, a 360 degree backdrop? Cylinder map, and
- away you go. As long as you don't look up ...
-
-
-
- Date: Friday, 28 July 1995 11:45:34
- Subject: Re: How To make a SUN?
- From: bilboyce@iconz.co.nz (Bill Boyce)
-
-
- ----------------------------------------------------------------------------
-
- > I know this has been covered several times but I'm
- >a twit. I'm trying to make a good SUN object and I'm having
- >a real tough time. The sun is not going to be viewed close up
- >at all but I need it in my solar system. The closest I would get
- >to it would be about Venus so I'll need to get enough detail for
- >that kind of distance. I can get decent surface features but
- >all the corona effects are really hard to get. there was a demo
- >put up way back that showed something about using a layered
- >object which was real nice (if I remember correctly).
- >
- > I'm using 3.0 on a dx4/100 with 16 megs ram.
- >Thanks in advance.
- >{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
- >{} < President
- >- BrainWave Productions {}
- >{} Dave Wilson - Imagineer and More > Keyboards, Grafx, And Animations
- >{}
- If you can wait for Essence for PC (due soon I believe) it has a great
- cylindrical fractal transition texture that's just the bees knees for
- a corona. Not sure if there is a substitute in the Imagine textures that
- this suggests as a replacement. It even animates great. Wack it on a disk,
- align to camera and away you go.
-
-
-
- Date: Friday, 28 July 1995 12:10:12
- Subject: Re: How To make a SUN?
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
- I have a copy of the object which I made from the tutorial. I'll send it
- to you. If anyone else wants it, just mail me.
-
- See ya,
- Roger
-
-
- Date: Friday, 28 July 1995 12:18:05
- Subject: Re: JPEG Pictures!!!
- From: gregory denby <gdenby@bach.helios.nd.edu>
-
-
- ----------------------------------------------------------------------------
-
-
- It would be great to have a site devoted to Imagine technicalities.
- Just little samples of tricks people have found and such. This is
- opposed to sites like aminet/pix/trace/imagi where one can put one's
- pride and joy 3 day mega render. Perhaps Impulse's site may begin
- to feature monthly competitions ala POV, where one can see really fine
- work. But for those of us thrashing through problems here on the IML,
- a common place to load illustrations would be most welcome.
-
- If "jay@phxmedia.com" were so kind as to host one, I'm sure we'd all
- be thankful.
-
- Greg Denby
-
-
- Date: Friday, 28 July 1995 12:53:09
- Subject: Two Tiny Wishes
- From: Stuart Hogton <stuarth@bournemouth.ac.uk>
-
-
- ----------------------------------------------------------------------------
-
-
- Here are a couple of things I think would be very useful in Imagine. I am
- only using 3.0, so I do not know if they have been implemented in later
- versions. Well, here goes :
-
- When you use Set Zone, it would be nice if a coloured box was
- displayed in the Perspective window to show you it was there.
-
- When rendering a scene and you press cancel, I would like to see
- a confirmation box appear. This would allow me to effectively pause mid-
- render and quickly do something else that was urgent.
-
- That was it! Keep up the good work Impuse. I have great pleasure using
- 3.0 and I will upgrade in a few weeks as soon as I get some cash.
-
- Stu.
-
-
-
- Date: Friday, 28 July 1995 13:00:19
- Subject: Help on Island Trace
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: SGiff68285@aol.com
- >
- > nothing like Myst. After creating everything I needed to add a sky.
- > However I knew that using a sphere and scaling it fairly large would
- > slow down the trace. It did significantly.
- ....
- > The only solution I could come up with was to take everything out of the
- > scene and render the animation of just the sky and camera movements.
- > Then create a flic out of it and use that as a backdrop. Unfortunately,
- > using a flic as a backdrop in globals is very costly, since the entire
- > background of the sky would be animated when the camera moved.
- > This would create an incredibly huge FLC file. In fact I don't think my
- > computer would have enough ram. Any suggestions would be appreciated, but
-
- Why do you have to create the background layer as a FLC? Why not simply
- render it as a series of individual frames? You could then import this
- into the backdrop layer, no sweat.
-
-
-
- Date: Friday, 28 July 1995 13:09:37
- Subject: Re: I need a Job!!
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: craigh@fa.disney.com
- >
- > As far as Imagine goes, I do know a guy who got a job with Industrial
- > Light and Magic with a demo reel consisting only of 5 minutes of
- > Imagine animation.
-
- And I know a guy who became an animator on Robocop, the TV series, from
- his all-Imagine demo reel. The reel showed real animation talent, and
- that's what the Robocop people wanted.
-
-
-
- Date: Friday, 28 July 1995 13:15:14
- Subject: Re: Stuff from Aminet
- From: RIX JAMES <99rix@lab.cc.wmich.edu>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Thu, 27 Jul 1995, Richard Heidebrecht wrote:
-
- >
- >
- > You probably wouldn't have guessed it from the subject heading, but this
- > question goes out to you guys using PC's. I recently got some files
- > related to Imagine off Aminet. Somebody once mentioned that LHA.exe
- > could be used to decompress lha-compressed files on the PC, which was
- > good, because I have LHA.exe, and the files from Aminet where LHA
- > compressed. However, when I tried to decompress the files I got some
- > kind of error message(broken file, or something like that). Do I need a
- > different decompression program?
- >
- > Also, is there a difference between Imagine objects on the Amiga and PC?
- > I'm guessing that most of the Imagine objects on Aminet where done on the
- > Amiga, and I'd like to know if they will work on my PC(assuming I can get
- > them decompressed first).
- >
- >
- > ~Rick Heidebrecht~
- >
- >
- >
- The only difference between Amiga and PC objects is the path used to
- obtain textures and brushes. On Amiga the directories are deperated byu
- '/', on the PC they are seperated by '\'.
-
- Jim Rix
-
-
- Date: Friday, 28 July 1995 13:19:59
- Subject: Resolution vs. aspect ratio
- From: bosuch@l1.conline.com (Bill Osuch)
-
-
- ----------------------------------------------------------------------------
-
- I'm trying to render some images for ouput as slides. I'm using 1/4
- Kodak Photo CD res - 1536 x 1024, but when I render, the image is
- stretched vertically when compared to a 640x480 pic; i.e. a small
- section of the top and bottom are cut off. anyone have an idea what
- aspect ratio I can use to correct this?
-
- - Bill
-
-
-
- Date: Friday, 28 July 1995 13:27:38
- Subject: Imagine 2.0: What a Discovery!
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- Welcome to the wonderful world of Imagine! Like some roller coasters,
- it's a wild ride, but some of us just keep getting on time after time.
-
- > From: weiss@epx.cis.umn.edu
- >
- > I AM finding it very difficult to come to speed on it, though, as the
- > Waite book is a very poor substitute for a manual.
-
- Surprise -- the Waite book is head and shoulders above the original
- manual. Sorry to say, but what you have in your hands is one of the best
- pieces of documentation available. It does concentrate on modelling, and
- therefore is light on animation, but a new book by Philip Shaddock is due
- out this year; presumably, it would pick up where this one left off:
- animation features, and functions added after 2.0.
-
- > Any suggestions?
-
- For readability and completeness, the bible has always been Steve
- Worley's "Understanding Imagine 2.0", which is unfortunately out of
- print. You might be lucky and get a used copy if you ask on the
- newsgroup comp.graphics.packages.lightwave -- lots of ex-Imagine users
- over there. In my mind, digging around until you find Steve's book is
- the single best thing you can do for yourself.
-
- This forum is also a great source of information, as are its archived
- offshoots: "Dare to Imagine", a collection of tips from IML users,
- available online and in print form from Impulse ($20, call for
- availability); and the IML FAQ, now in its 7th edition, also available
- online. I don't have the exact locations for you, but others will jump in.
-
- > The card in the back of the book allows one to upgrade to version 3 for
- > $300 but I'm afraid that this is beyond me :-(
-
- I'm unsure whether this steep upgrade price is still valid; better call
- Impulse and ask them. We all have a different budget to work with; for
- some people, even $100 is too much to ask and if so, I'm afraid you're
- stuck with 2.0. However, if you decide you like this 3-D stuff, and that
- with the help of the additional documentation I've mentioned you enjoy
- working with Imagine, then by all means do yourself a favor and get on
- the upgrade train! We're up to 3.3 and quite frankly, I wouldn't be
- caught dead using 3.0, much less 2.0. The number of features that have
- been added, and the interface improvements, are quite mind-boggling. 3-D
- software is a very competitive business, and for Imagine to still be
- alive in 1995, means that Impulse has had to add _a lot_ to their old
- 2.0 version.
-
- > Are there many PC users of Imagine?
-
- Currently, the user ratio is 10 Amiga copies sold for every PC copy; but
- the constant upgrade program, which to me would indicate
- current/srious/dedicated users, runs 4:1 in favor of the PC.
-
- > Why is it such a secret?
-
- Go fig. Also-ran programs sometimes offer incredible value for the
- dollar, but may not get press coverage for a varity of reasons. Perhaps
- Impulse doesn't advertise as much as other companies; perhaps reporters
- are too lazy, or genuinely too busy, to look further than "the big 3"
- or whatever. Black Belt's WinImages, for example, is a graphics
- powerhouse, and it retails for $99 US; but have you ever seen it pitted
- against other image-processing bigwigs in a magazine roundup? Noooooo,
- not that I've seen.
-
- To me, this topic is wide-open to conjecture and conspiracy theories
- alike. Perfect for online debate, dontcha think? ;^)
-
-
- Date: Friday, 28 July 1995 13:35:36
- Subject: Re: Render speeds
- From: RIX JAMES <99rix@lab.cc.wmich.edu>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Fri, 28 Jul 1995, Aki Laukkanen wrote:
-
- >
- > > > AMIGA 4000 02:07 05:45 V3.2
- > > > (68040/40)
- >
- > No times for the Cyberstorm 060 board?
- >
- >
- > ... This message has been cruelly tested on cute furry little animals.
- >
- > * Offline Orbit 0.75a *
- >
- I wiull have a Cyberstorm very shortly. Will the person who made the
- test image please send it to me so I obtain times.
-
- Jim Rix
- 99rix@grog.lab.cc.wmich.edu
-
-
-
- Date: Friday, 28 July 1995 13:40:33
- Subject: Re: Resolution vs. aspect ratio
- From: RIX JAMES <99rix@lab.cc.wmich.edu>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Fri, 28 Jul 1995, Bill Osuch wrote:
-
- > I'm trying to render some images for ouput as slides. I'm using 1/4
- > Kodak Photo CD res - 1536 x 1024, but when I render, the image is
- > stretched vertically when compared to a 640x480 pic; i.e. a small
- > section of the top and bottom are cut off. anyone have an idea what
- > aspect ratio I can use to correct this?
- >
- > - Bill
- >
- >
- The aspect ratio you want to use for anything NOT presented on a
- computer's screen is 1:1.
-
- Jim Rix
-
-
- Date: Friday, 28 July 1995 15:16:09
- Subject: RE:Lens Flares
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi!
-
- I do agree, with the one that said "it's like puting up a billboard sayin, I'm
- using lightwave" But it would be usefull with some additional controll over the
-
- Imagine lensflares. Here is som ideas:
-
- 1. fade behind objects! A must, realy!
- 2. Noise edge on the glow. Kind of like the texture controll.
- 3. A percentage value on the glow, so you could controll the "power" of your
- glow point.
- 4. This would be cool but not necesary, Lensflares as a lite texture, and not a
-
- global effect. The same goes for the haze effect!
-
- Later!
-
- Tom Granberg (Renderbrandt)
-
-
-
-
-
- Date: Friday, 28 July 1995 15:34:10
- Subject: RE:Sun with corona
- From: Granberg Tom <tom.granberg@TV2.no>
-
-
- ----------------------------------------------------------------------------
-
- Hi there!
-
- I've made such a sun once way back in Im2.0, but I think it should work now as
- well!?
-
- Here goes.
- Make the sun a basic sphere, put on some good textures that makes a good moving
-
- sun surface (Agate works fine). Now for the corona you will need a disk that is
-
- bigger than the sphere, when I made this I used Essence textures but you could
- probably use the fireball texture. Scale the texture so it reaches the disk
- edges, make the inner coolor the same as your sun. The outer color should be
- redish and fully filtered. Now comes the cool part, even if you are not making
- an anim you should do this anyway. Make sure your disk have their axis pointing
-
- the way it did when you added it. load it to stage, and place it exactly where
- your sun is. Go to action editor and delete the disks alignment bar, then add a
-
- track to object bar, where you type in "camera". Thats all folks. To animate the
-
- corona you could make some states and maybe use another texture as your base on
-
- your disk (Wormvein is cool) and use the Fireball as the last texture to fade
- out the edges with a raged edge, just remember to cancel the inner color, so it
-
- doesnt cancel out the Wormvein textures color,do this by typing in a negative
- value in the color box.
-
- Later!
-
- Tom Granberg (Renderbrandt)
-
-
-
- Date: Friday, 28 July 1995 15:34:28
- Subject: Re: JPEG Pictures!!!
- From: Douglas Smith <doug@defocus.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Imagine Users Mailing List wrote in a Mail about "Re: JPEG Pictures!!!":
- IUML :So, why not set up an easily accessible ftp site
- [snip]
- IUML :I'll gladly set it up for the Imagine mailing list.
-
- WOW, what a great offer !
-
- Thanks 2M
-
- This is the correct way to do things, I remember when Lum's cups were
- bouncing around, that certainly shouldn't be allowed to happen again.
-
- Also using an FTP site will allow Images of a reasonable quality and
- size to be exchanged.
-
- Of course, we can always say, "I have this problem with depth of field,
- this is what I did, look at ftp://???????"
-
- I would hope that the only images posted to IML are ones that all the
- subscribers are interested in, as was said before, new features etc.
-
- Cheers,
-
- Doug.
- --
-
- Doug@defocus.demon.co.uk
- Amiga 4000/40 10M 214, 540 HD Not better, just different.
- When choosing between two evils, I always like to try the
- one I've never tried before. -- Mae West
-
-
- Date: Friday, 28 July 1995 18:44:30
- Subject: Re: Resolution vs. aspect ratio
- From: bosuch@l1.conline.com (Bill Osuch)
-
-
- ----------------------------------------------------------------------------
-
- >
- >
- >On Fri, 28 Jul 1995, Bill Osuch wrote:
- >
- >> I'm trying to render some images for ouput as slides. I'm using 1/4
- >> Kodak Photo CD res - 1536 x 1024, but when I render, the image is
- >> stretched vertically when compared to a 640x480 pic; i.e. a small
- >> section of the top and bottom are cut off. anyone have an idea what
- >> aspect ratio I can use to correct this?
- >>
- >> - Bill
- >>
- >>
- >The aspect ratio you want to use for anything NOT presented on a
- >computer's screen is 1:1.
- >
- >Jim Rix
- >
- >
- That's the problem - obviously, I CAN'T use 1:1, because that setting is
- distorting
- the image (I'm on the PC, BTW).
-
- - Bill
-
-
-
- Date: Friday, 28 July 1995 19:25:15
- Subject: Stuff from Aminet
- From: cdhall@cityscape.co.uk (Chris Hall)
-
-
- ----------------------------------------------------------------------------
-
- [hack]
- >You probably wouldn't have guessed it from the subject heading, but this
- >question goes out to you guys using PC's. I recently got some files
- >related to Imagine off Aminet. Somebody once mentioned that LHA.exe
- >could be used to decompress lha-compressed files on the PC, which was
- >good, because I have LHA.exe, and the files from Aminet where LHA
- >compressed. However, when I tried to decompress the files I got some
- >kind of error message(broken file, or something like that). Do I need a
- >different decompression program?
- >
- >Also, is there a difference between Imagine objects on the Amiga and PC?
- >I'm guessing that most of the Imagine objects on Aminet where done on the
- >Amiga, and I'd like to know if they will work on my PC(assuming I can get
- >them decompressed first).
-
- I recently downloaded the enterprise object from aminet to use on my PC. I
- had no error messages when decompressing the file but did get a 'special
- flag. Skipped' message if the amiga file name had more than one '.' in it. I
- also noticed that if the first 8 characters of the amiga filename where the
- same for a few objects/imagemaps in would over write them. What I did was to
- print out a list of the archive and check the file sizes to see which I had
- missed. The image files are in LBM format on the pc.
-
- I also had to check through the entire object to change all the image map
- file locations. This took a while but worked. I don't know about textures
- because there were none on the enterprise.
-
- Hope this helps.
- Chris Hall.
-
- |--------------------------------------------------------|\
- | You have been spoken to by Chris Hall ||
- | A very tall and generally nice bloke from Great Briton ||
- | ||
- | E- mail me at : CDHALL@CITYSCAPE.CO.UK ||
- | Or try my WWW home page at : ||
- | HTTP://www.cityscape.co.uk/users/ad87/index.html ||
- | ||
- | Today's lucky lottery numbers are :- ||
- | 16 37 38 15 27 05 ||
- |--------------------------------------------------------||
- \--------------------------------------------------------\
-
-
-
-
- Date: Friday, 28 July 1995 20:00:00
- Subject: Re: Lights in raytrace.
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Are the speres transparent? The fog gives a nice glow around a light as well.
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
-
- Date: Friday, 28 July 1995 21:45:59
- Subject: Re: Inertia ??
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Robert Byrne <rbyrne@3dform.edex.edu.au>
- >
- > For the simple rotations you require, try using the Rotate20 effect. If
- > you wanted your first letter to reach the upright position after 30
- > frames you could begin the rotation of the next letter at frame 15 and so
- > on for the remaining letters.
-
- ....and once you've defined the timing for that rotation, you could use
- the Action editor Cut/Paste function to add this bar to all other
- letters, suitably staggered in time. Your situation just CRIES OUT for
- Cut/Paste.
-
-
-
- Date: Friday, 28 July 1995 21:57:00
- Subject: Re: Metaballs
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Richard Heidebrecht <rheidebr@freenet.niagara.com>
- >
- > That's great, but it begs the question "Where do you find out all this
- > stuff?"
-
- On the IML, Mike Halvorson is read-only. On CompuServe, he's read/write. B^)
-
-
-
-
-
- Date: Friday, 28 July 1995 22:01:25
- Subject: Pallete Generation
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Garry61@aol.com
- >
- > The good thing is that after I render the first image in detail or any
- > other
- > editor, I just set the requestor to use previous pallette and all renders
- > come out fine because there is no pallette in a 24 bit picture.
-
- One way would be to leave an image called "Palette.pic" in your project
- directory, and to select "Specify File", rather than "Generate 1st". I
- assume Imagine would then skip the spurious palette generation step,
- instead taking its cue from the image on disk.
-
-
-
-
- Date: Friday, 28 July 1995 22:14:44
- Subject: The last suggested Imagine improvement
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Dave Jacob <jacob@altair.csustan.edu>
- >
- > Here is my idea--why not include a seperate module that will allow the
- > Imagine users themselves to construct their own add-ons? Kinda like a
- > Imagine Toolbox, built into a GUI along the lines ala KAI ? The
- > combinations would be infinite and we could share the best on the list.
-
- Interesting idea. Mind fleshing it out a bit?
-
-
-
- Date: Friday, 28 July 1995 22:30:19
- Subject: Virtual memory in Imagine.
- From: Charles Blaquiere <blaq@io.org>
-
-
- ----------------------------------------------------------------------------
-
- > From: Simon Wilkinson <wilkinso@cambridge.scr.slb.com>
- >
- > parts start to disappear. Taking a typical example, when I tried to
- > render the honey-bee included with the 3D Modelling Lab book, legs, wings
- > and other assorted body parts were omitted. Having only 8Mb (yes, very
- > sad), I attributed this to lack of memory. What I'm worried about, is
- > that even if I expanded to 24 or 32 Mb, with the current trend I expect
- > only 2 or 3 bees would render fully in the same scene before the above
- > occured again. Although I appreciate that this bee is an incredibly
- > complex single object (25,000 polygons I think), I'm still worried that
- > whole scenes with many objects would fail to render effectively, even
- > with 32 Mb of RAM.
-
- Simon,
-
- we all have different ambition levels, from the overeager "Yay! I got
- Imagine installed. Now let's duplicate the Star Wars Death Star battle
- scene before going to bed" type, to the hand-wringing "Oh my, this logo
- is over a thousand faces! What shall I do?". I myself am overly
- conservative, so my instant reaction is...
-
- 25,000 POLYGONS? IS HE _NUTS_??
-
- But that's just me. I've tended to be very meek when it comes to Imagine
- projects; you may be more ambitious. All I can say is, Imagine is one of
- the smallest programs you can imagine, for all that it does. I'm sure
- you could pare down the primitives to recreate Alan Henry's honeybee
- with 10,000, or even 2,500 polygons. With 32M, you'd then have enough
- memory for a whole swarm of bees. Remember, if only one or two bees will
- ever come close to the camera, you only need to model those in detail.
- All other bees can be much more crude.
-
- WARNING: incredibly neat tip follows!
-
- Or, you can render your project in groups of objects, defining each group
- in a different Action/Stage frame. You'd then use the Globals Backdrop
- feature to pick up the previous frame as a backdrop, and render all
- frames in the Project editor. (For example, frame 1 has a sky sphere, and
- a mountain range; frame 2 uses "pic0001" as its backdrop, and has a
- grassy plane and trees; frame 3 uses "pic0002" as its backdrop, and has a
- few bees; and so on, defining objects from back to front) When the last
- frame is done, it would contain the single image you were attempting to
- build. This way, you only need to define in each frame as many objects as
- your RAM will allow, but you can still create very complex images in the
- end.
-
- This tip is not mine; it comes from the creative mind of a CompuServe
- user, whose name I have forgotten.
-
-
- Date: Friday, 28 July 1995 23:21:34
- Subject: Re: Stuff from Aminet
- From: Fredster <fredster@sapphire.netrix.net>
-
-
- ----------------------------------------------------------------------------
-
- -- [ From: Fredster * EMC.Ver #2.5.02 ] --
-
- > I recently downloaded the enterprise object from aminet to use on my PC. I
- had
- > no error messages when decompressing the file but did get a 'special flag.
- > Skipped' message if the amiga file name had more than one '.' in it. I
- also
- > noticed that if the first 8 characters of the amiga filename where the
- same for
-
- When you get that "special file skipped" message you have to extract the
- file with the /a1 switch. This forces LHA to extract all the files in the
- archive.
-
- --------------------
- Fred Aderhold
- fredster@netrix.net
-
- Brownies - not just for breakfast anymore!
- --------------------
-
-
- Date: Friday, 28 July 1995 23:29:58
- Subject: Image Exchange
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- I think the idea of an Image Exchange page is great. Divide into two portions:
- hints/tips/questions images ("check my image 'blahblah.jpg' and see if you
- can tell me what I screwed up") and gallery images ("check out my mega-render!")
-
- This way the IML stays as a true mailing list of questions, answers, and comment
- s,
- and we have image transfer available only as needed or desired.
- Joel
-
-
- Date: Saturday, 29 July 1995 00:19:34
- Subject: Beyond Imagination
- From: Andrew@Herbert.Netkonect.Co.UK (Andrew Herbert)
-
-
- ----------------------------------------------------------------------------
-
- *** Public Announcement to all PC Imagine Users !!! ***
-
- Beyond Imagination is a On-Line help system for Imagine and includes hints, tips
- , and tutorials
- on just about everything.
-
- Beyond Imagination runs under Windows and is totally free, it can be downloaded
- from
- http://uptown.turnpike.net/H/Herbert
-
- Thank you for your time.
-
- - Herbert
-
-
- >> Email: Andrew@Herbert.Netkonect.Co.UK <<
- >> HTTP://uptown.turnpike.net/H/Herbert/ <<
-
-
-
- Date: Saturday, 29 July 1995 00:48:23
- Subject: Re: How To make a SUN?
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Dave, on Jul 28 you wrote:
-
- > I know this has been covered several times but I'm
- > a twit. I'm trying to make a good SUN object and I'm having
- > a real tough time. .......
-
- > I'm using 3.0 on a dx4/100 with 16 megs ram.
-
- There's a tip in Dare2Imagine and the FAQ called Solar Corona that uses the
- FireBall, Nebula and Ghost textures.
-
- -- Bob
-
-
- Date: Saturday, 29 July 1995 00:50:54
- Subject: Tools
- From: yrod@ozemail.com.au
-
-
- ----------------------------------------------------------------------------
-
- Hi all,
-
- We all have our preference for one platform or another. Some of us
- use only one, others use two or more platforms. What I would like to
- do is compile a short, trivial survey to see what the IMLers are using
- for 3D modelling/rendering only. I know many of you might use other
- platforms for other types of work or entertainment, but as the IML is
- about 3D, I think this survey should only relate to this subject.
-
- Send the replies to me privately, with the subject line in this format:
-
- Re:Tools_platform/platforms
-
- Where platform/platforms is either;
- ami for Amiga only
- pc for PC only
- amipc for Amiga and PC
- amiother for Amiga and another platform
- pcother for PC and another platform, or
- amipcother for Amiga, PC and another
-
- Don't bother sending any content, as I will be just tallying up the
- subject lines, then deleting the message.
-
- The deadline is August 8, as I have a week of between leaving my old
- job and starting my new one. I'll publish the results shortly after.
- Please note, this is not the start of any kind of war. It might be
- interesting to see just who is using what.
-
-
- Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer
- Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0
- Work: Power Macs, Sun Sparc & Pee Cees too.
- "Sometimes the hard way is the only way!"
-
-
-
- Date: Saturday, 29 July 1995 01:29:10
- Subject: Re: Resolution vs. aspect ratio
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Bill, on Jul 28 you wrote:
-
- > I'm trying to render some images for ouput as slides. I'm using 1/4
- > Kodak Photo CD res - 1536 x 1024, but when I render, the image is
- > stretched vertically when compared to a 640x480 pic; i.e. a small
- > section of the top and bottom are cut off. anyone have an idea what
- > aspect ratio I can use to correct this?
- >
- > - Bill
-
- Try 2:3. 512 is a common denominator for both measurements.
-
- -- Bob
-
-
- Date: Saturday, 29 July 1995 01:29:14
- Subject: Re: How To make a SUN?
- From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
-
-
- ----------------------------------------------------------------------------
-
- >a twit. I'm trying to make a good SUN object and I'm having
- >a real tough time. The sun is not going to be viewed close up
- >at all but I need it in my solar system. The closest I would get
- >{}
-
- BB> If you can wait for Essence for PC (due soon I believe) it has a
- BB> great
- BB> cylindrical fractal transition texture that's just the bees knees for
- BB> a corona. Not sure if there is a substitute in the Imagine textures
- BB> that
- BB> this suggests as a replacement. It even animates great. Wack it on a
- BB> disk,
- BB> align to camera and away you go.
-
- Having both an Amiga and PeeCee, I find that an acceptable effect can be
- made using a primative sphere set to be a light source. Then add the
- attributes ghost and fog. Play with the values a bit until your happy with
- the size of the corona and the glow. Oh yes, also set it's colour to a
- yellow, if it's our sun in the attributes.
- I still have not come up wih sunspots of solar flares, but give me time :-)
-
- Notes:
- I'm trying to build a model of the Ringworld (for the non Sci Fi people
- :it's a book by Larry Niven about a 'planet' that is a flat ring that
- encircles the sun. It's diameter is approximatly the orbit of the earth,
- with peole living on the inner surface facing the sun. They are held there
- by centrifugal force).
- I use the PeeCee to do all the modelling and test renders (because [sob!
- :-(] it's faster than the amiga), then I do the final renders on the amiga,
- because ,in my opinion, it produces better pictures. It also has essence
- and a lot of other utilities that can be used to manupulate the images that
- aren't available (or cost tooo much) on the PeeCee.
- Darryl
-
- -- Via DLG Pro v1.0
-
- #####\ _ /#####
- #( )# | _( )__ | #( )#
- ##### | /_ / | #####
- #" "# | ___m/I_ //_____ | #" "#
- # O # |____#-x.\ /++m\ /.x-#____| # O #
- #m.m# | /" \ ///###\\\ / "\ | #m.m#
- #####/ ######/ \###### \#####
-
-
- Date: Saturday, 29 July 1995 02:01:23
- Subject: Re: Two Tiny Wishes
- From: rbyrne@3dform.edex.edu.au (Robert Byrne)
-
-
- ----------------------------------------------------------------------------
-
- Hello Stuart, on Jul 28 you wrote:
-
- > When you use Set Zone, it would be nice if a coloured box was
- > displayed in the Perspective window to show you it was there.
-
- And where it is too, otherwise you could just have a flag in the title bar.
-
- > When rendering a scene and you press cancel, I would like to see
- > a confirmation box appear. This would allow me to effectively pause mid-
- > render and quickly do something else that was urgent.
-
- You've got my vote. Two excellent suggestions.
-
- --Bob
-
-
- Date: Saturday, 29 July 1995 03:35:40
- Subject: Re: Beyond Imagination
- From: Al Nehl <nehla@transport.com>
-
-
- ----------------------------------------------------------------------------
-
- Andrew,
-
- I just pulled "Beyond Imagination" from your site. What a nice piece of
- work. You have truly rendered a great service to the community. Thank you.
-
-
-
- At 11:19 PM 7/28/95 PDT, you wrote:
- >*** Public Announcement to all PC Imagine Users !!! ***
- >
- >Beyond Imagination is a On-Line help system for Imagine and includes hints,
- tips, and tutorials
- >on just about everything.
- >
- >Beyond Imagination runs under Windows and is totally free, it can be
- downloaded from
- >http://uptown.turnpike.net/H/Herbert
- >
- >Thank you for your time.
- >
- >- Herbert
- >
- >
- >>> Email: Andrew@Herbert.Netkonect.Co.UK <<
- >>> HTTP://uptown.turnpike.net/H/Herbert/ <<
- >
- >
- >
-
- --
- Sincerely,
-
- Al Nehl
-
- Steer by the stars above, not the lights of each passing ship.
-
-
-
- Date: Saturday, 29 July 1995 04:16:11
- Subject: One minor bug.
- From: kit@vianet.net.au (Chris)
-
-
- ----------------------------------------------------------------------------
-
- the info button in the project screen always shows SUNDAY as the rendering
- day even though the rest of the time and date info is correct. been around
- since version 2 to 3.3.
-
- it's the little things that annoy me :)
-
-
-
-
- Date: Saturday, 29 July 1995 04:31:18
- Subject: Re: Lights in raytrace.
- From: tome@next.com.au (Tom Ellard)
-
-
- ----------------------------------------------------------------------------
-
- >> > scene, you can just add an axis and make it "light".
- >> > Remember: polygon do not emit light; axis do, allway.
- >> But why would it work ok in scanline but not trace?
- >Light passes through objects in scanline thats why you don't get shadows.
- >In raytrace the solid objects stop the light ray.
-
- I have a conceptual problem with this, as the other attributes are applied
- to the surface of the object. Consider fog - this alters the opacity of the
- surface, enough for the light to "get out."
-
- So when I give my sphere the 'light' attribute I'm following the general
- useage of the attributes requester, expecting the entire sphere to be a light.
-
- But no problem, I'll leave the concepts behind. :-)
-
-
- Tom Ellard, Severed Communications Australia tome@next.com.au
-
-
-
- Date: Saturday, 29 July 1995 06:24:01
- Subject: Re: JPEG Pictures!!!
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
- Hi Douglas,
-
- > Imagine Users Mailing List wrote in a Mail about "Re: JPEG Pictures!!!":
- > IUML :So, why not set up an easily accessible ftp site
- > [snip]
- > IUML :I'll gladly set it up for the Imagine mailing list.
- >
- > WOW, what a great offer !
- >
- >
- > This is the correct way to do things, I remember when Lum's cups were
- > bouncing around, that certainly shouldn't be allowed to happen again.
- >
- > Also using an FTP site will allow Images of a reasonable quality and
- > size to be exchanged.
- >
- and objects could put here too
-
- ..............................................................................
- .. .
- .. dunc@eraser.demon.co.uk .
- .. .
- ..............................................................................
-
-
- Date: Saturday, 29 July 1995 08:41:00
- Subject: Re: Imagine 2.0: What a Discovery!
- From: ronsa@cix.compulink.co.uk (Ron Saggers)
-
-
- ----------------------------------------------------------------------------
-
- In-Reply-To: <Pine.BSI.3.91.950728121221.28393C-100000@wink.io.org>
-
- > We're up to 3.3 and quite frankly, I wouldn't be
- > caught dead using 3.0, much less 2.0. The number of features that have
- > been added, and the interface improvements, are quite mind-boggling. 3-D
- > software is a very competitive business, and for Imagine to still be
- > alive in 1995,
-
- Is there an upgrade path from a /second user/ imagine 3.0?
- I bought the version 3.0 a few months back complete with disks and
- manual, but no reg card :}
- Ron
-
-
-
-
- Date: Saturday, 29 July 1995 11:46:28
- Subject: Why
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- why have i stopped receving mail from the IML?
- PANTERA
- pantera@voyager.com
-
-
-
-
- Date: Saturday, 29 July 1995 15:07:00
- Subject: Stuff from Aminet
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: Richard Heidebrecht <rheidebr@freenet.niagara.com>->-> compressed. How
- ever, when I tried to decompress the files I got s=ome-> kind of error message(b
- roken file, or something like that). Do I =nee-> different decompression progra
- m?I seem to remember someone else having this problem a while back.What version
- of IBM LHA do you have? I have v2.13 and never seemto have any problems extracti
- ng Amiga LZH or LHA files.-> Also, is there a difference between Imagine objects
- on the Amiga a=nd-> PC?Nope...no difference. Only problems you run into is bru
- shes thatare sometimes associated with the attributes. The filenames anddirector
- ies can be a pain, since Amiga uses longfilenames. However,now that 3.3 includes
- a file browser, that problem has been finallyaddressed.-> I'm guessing that mos
- t of the Imagine objects on Aminet where done= on-> Amiga, and I'd like to know
- if they will work on my PC(assuming I =can-> them decompressed first).Yep...they
- work just ducky. /------------------------------ ___ ___ ___ ___ | Mike van der Sommen / __ /__/ /__/ /
- _ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ |
- mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "
- Irony can make revenge a welcome alternative" \_______________________________
- ______________________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara,
- Ca - (805) 683-1388
-
- Date: Saturday, 29 July 1995 15:14:00
- Subject: Re: Video boards
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: Garry61@aol.com->-> Your ideas are really what I had intended. That is
- , for users of =Ima-> relate experience with their boards and let everyone else
- know wha=t w-> We really are on the same wavelength.For those on a budget, the
- Diamond SpeedStar Pro (ISA) works greatwith Imagine on the PC. However, in order
- to get all graphics modesyou must use the UniVesa driver. /------------------
- ------------ ___ ___ ___ ___ | Mike van der Sommen
- / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/
- / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805
- -683-1388) | "Irony can make revenge a welcome alternative" \______
- _______________________________________________________--- =FE InterNet - GraFX
- Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
- Date: Saturday, 29 July 1995 15:24:00
- Subject: Re: JPEG Pictures!!!
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> >we're connected via redundant T1 to the 'net. So, if there's any= in-> >in
- this, I'll gladly set it up for the Imagine mailing list.->-> I think a site lik
- e this would be great. I would very much like t=o s-> everyone else is doing wi
- th Imagine. Actually seeing an image wou=ld-> allot of "how did you get that ef
- fect" type questions which would =be-> informative for everyone I think. I hope
- it happens.You got my vote! I'd love an Imagine FTP and Web depository that doe
- s=n'trequire me to access wuarchive.wustl.edu. I NEVER get through.... /------
- ------------------------ ___ ___ ___ ___ | Mike van der Sommen
- / __ /__/ /__/ /_ \ / | Santa Barbara, Ca.
- /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com H
- AUS BBS (805-683-1388) | "Irony can make revenge a welcome alternativ
- e" \_____________________________________________________________--- =FE Inter
- Net - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388
-
- Date: Saturday, 29 July 1995 15:34:00
- Subject: My Spline Editor/Metaball
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: DAVEH47@delphi.com->-> >A little birdy (with a crowbar) told me Metabal
- ls will be implime=nte-> >in Imagine as an FX that will work both in Detail and
- Stage edito=rs.->-> As an FX??? On second thought, I think I'd rather have a->
- spline modeller...=2E..don't shoot me, I'm just the messenger. I'm still trying
- toconceive how you'd use an FX in the Detail editor. But thenchrome spheres over
- a checkered ground still turn me on. :) /------------------------------
- ___ ___ ___ ___ | Mike van der Sommen / __ /__/
- /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / /
- / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) |
- "Irony can make revenge a welcome alternative" \________________________
- _____________________________________--- =FE InterNet - GraFX Haus BBS - Santa B
- arbara, Ca - (805) 683-1388
-
- Date: Saturday, 29 July 1995 15:44:00
- Subject: Re: I need a Job!!
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: craigh@fa.disney.com->-> As far as Imagine goes, I do know a guy who go
- t a job with Industr=ial-> Lights and Magic with a demo reel consisting only of
- 5 minutes of-> Imagine animation.-> So anything is possible!!I know a guy here a
- t GTE who hired in 25 years ago and is about ascompetent as a chimpanzee on acid
- .I'd rather be LUCKY than GOOD anyday. :) /------------------------------
- ___ ___ ___ ___ | Mike van der Sommen / __ /__/
- /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / /
- / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) |
- "Irony can make revenge a welcome alternative" \_______________________
- ______________________________________--- =FE InterNet - GraFX Haus BBS - Santa
- Barbara, Ca - (805) 683-1388
-
- Date: Saturday, 29 July 1995 17:52:00
- Subject: Re: Upgrade paths
- From: gareth.qually@tinder.iaccess.za (Gareth Qually)
-
-
- ----------------------------------------------------------------------------
-
-
- > From: Charles Blaquiere <blaq@io.org>
- >
- > It's much better than the Amiga version. You get all these independent
- > windows, and an enhanced interface that includes a ridiculously easy
- > timeline interface. Open the timeline, open the file requester,
- > multi-select an entire directory's worth of image files, and boom, there
- > they are one one row of your timeline. Then, drag & drop an effects
- > button from the toolbox into the timeline; that's how you add processing
- > to your images. Double-click on the effect, and up pop all the
- > parameters, which you can change at will -- you can even adjust spline
- > curves to vary any parameter over time. This is POWERFUL and EASY stuff.
- > I don't think you'd miss ARexx one bit. Finally, add some render icons
- > to save your work, and set the timeline into motion.
- >
- It sounds like an amazing package, I can't wait to recieve it.
- It will open so many doors for different effects.
-
- The amiga packages on that have crossed to the pc, have done a great
- service to the computer community. They have come from a platform
- that had compact yet powerful programs. They are now going to give those
- fat bloated pc corporations a run for their money. Their massive programs
- with lots of dormant code and slow routines, are going to have problems
- when with some luck the amiga packages woo lots of pc users. Also making
- major changes to existing packages involves a lot of money, work and time.
- But the best reason why I think amiga packages will do well, is their low
- price.
-
- Chow...
-
- gareth.qually@tinder.iafrica.com
-
- * AmyBW v2.11 *
- .... And where were YOU on 29 Jul 1995 around 18:52:12?
-
-
- Date: Saturday, 29 July 1995 20:21:05
- Subject: Vmm/mui
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- Some nice sould recommended a mui update. In the process of
- checking/moving my mui files, I lost the main program.
-
- I just got off a half hour wander through Aminet, found everthing
- pertinent to Mui except mui itself.
-
- Could someone with tighter grey cells point me in the right direction:
- where can I find the latest version of MUI?
-
- Thanks insufferably.
-
-
- Date: Saturday, 29 July 1995 20:24:04
- Subject: Making textures 'stick'
- From: ALorence@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Is there an easy way (or ANY way) to keep a texture or brush from changing as
- parts of the object move?
-
- An example: Using the HAND.BON object and applying any texture or brush
- (dithcirc or bathtile are dramatic ones), bending one of the fingers causes
- the texture or brush to change on the finger as it bends.
-
- I can guess what's happening: the texture for any given face of an object is
- calculated based upon the face's relation to the texture axis, so as the
- faces
- move with respect to the axis, the texture changes.
-
- How can I make the texture 'stick' so it looks like 'skin'?
-
- Thanks.
-
- Alan.
-
-
-
- Date: Saturday, 29 July 1995 20:27:43
- Subject: Question for PC users
- From: ALorence@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Question for PC users: Has anyone noticed a 'problem' with mouse movement in
-
- v3.2 and 3.3? The 'problem' I'm seeing is the cursor pauses and skips. This
-
- did not happen in v3.0.
-
- (Before you say it, NO, THE MOUSE IS NOT DIRTY. I can run v3.0 with no
- skipping, then immediately go to v3.2 or v3.3 and see the problem.)
-
- I am using a Logitech MouseMan Sensa with driver v6.43.
-
- HAS ANYONE ELSE SEEN THIS?
-
- Thanks.
-
- Alan.
-
-
-
- Date: Sunday, 30 July 1995 06:12:44
- Subject: This is getting old!
- From: Lumbient@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Anyone how has PharLaps DOS extender I NEED to talk to you!
-
- ---Lum
-
-
- Date: Sunday, 30 July 1995 06:28:56
- Subject: Phong errors, rotoscoping
- From: Tom Ross <rosst@unvax.union.edu>
-
-
- ----------------------------------------------------------------------------
-
- Hi y'all!
-
- Can anyone explain the error message "setup phongs:weight error"? It
- occurs when I put my object (which has a brushmap sequence) more than once
- on the same timeline in the Action Editor, to have the sequence repeat
- again. I can get around this by putting the object in only once for the
- same amount of frames, but I'd rather not since this makes the sequence
- slow and jerky. The message suggests I could revise the object somehow to
- fix this?. . .
-
- Also, the manual, or an addendum after 3.0, mentions rotoscoping with
- backdrops. I understand this concept for 2D, but what is it in 3D? and
- how could I use it?
-
- Thanks
-
- Baby Shoeless
-
-
- Date: Sunday, 30 July 1995 07:10:50
- Subject: Ftp to amiga
- From: Tom Ross <rosst@unvax.union.edu>
-
-
- ----------------------------------------------------------------------------
-
- I'm a beginner at ftp'ing. I can find stuff and download it as far the
- VAX cluster here at Union College, but how can I get it from there to my
- Amiga at home?
-
- Thanks
-
- Tom R.
-
-
- Date: Sunday, 30 July 1995 07:31:22
- Subject: Re: Beyond Imagination
- From: bsmith@sunbelt.net
-
-
- ----------------------------------------------------------------------------
-
- Since IMAGINE-PC does not run under windows and requires the /NOEMS switch
- for mem-managment could this "HELP" be written for DOS. Or is there a trick
- to get IMAGINE under windows? I think an on-line help is a good idea as long
- as Idon't have to reboot to use it.
-
- >
- >Beyond Imagination runs under Windows and is totally free,
-
-
-
- Date: Sunday, 30 July 1995 08:24:33
- Subject: PC animation playback?
- From: bsmith@sunbelt.net
-
-
- ----------------------------------------------------------------------------
-
- I think IMAGINE is one of the more powerful packages available (wish it
- would be marketed for better visability) but I have a question for anyone
- that may have a solution.
-
- The problem is that I would like the animation to be 24bit true color (high
- color would be OK. The playback on a PC with a standard SVGA card (DIAMOND
- STEALTH) shows color distortions (flashes / bad colors / etc.) which makes
- it unusable. IMPULSE says use 256 colors and lock the pallete. This is no
- solution. If IMAGINE can generate 24bit animation it should be able to play
- it back. Anyway, IMPULSE also said they are working on an expensive hardware
- fix for this and couln't give me anymore info.
-
- The color flashing is due to color pallete updates frame to frame. Each
- individual frame can be displayed with no problem. What I've been doing is
- generating the frames in TGA format (24bit), then going to a program called
- VFD to make an FLC animation. I use VFD because the pallete generation and
- dither is much better than IMAGINE's 256 color renders. I've also tried DTA
- but this reverses the color triad (Red <-> Blue) and DFV for playback.
- Playback of the 24bit FLC's with DFV with my ISA video card was not fast
- enough. Another program I've tried is CMPEG but this gives a ''MALLOC' error
- when I try to generate MPEG (first I have to filter the frames through
- PaintShop Pro to convert to uncompressed TGA).
-
- Does anyone know about this hardware that IMPULSE has mentioned or anything
- other method that will interface with IMAGINE to playback 24bit 640x480 (if
- not larger) animations as 24bit?
-
- --------------------------------------------------
- VFD continues to be upgraded with new features. For the latest version,
- GO GRAPHSUP on CompuServe and download VFD.ZIP from the Format Conversion
- library section.
-
- VFD support is provided on CompuServe in the Graphics Support forum
- (GO GRAPHSUP). Leave a message in the Format Conversion section for
- prompt response. Direct support is also provided from Internet at:
-
- 76570.2752@compuserve.com
-
- The author of VFD may be reached at the following address:
- (For credit card registration orders, see below.)
-
- Bob Williamson
- PO Box 172349
- Arlington, TX
- 76003-2349
- U.S.A.
- -------------------------------------------------
- DTA Support:
-
- "David Mason" on "The Graphics Alternative", (510) 524-2780,
- and on "Channel 1" BBS, (617) 354-8873.
- "76546,1321" on Compuserve.
- -------------------------------------------------
- Paint Shop Pro Technical Support
-
- Technical support for Paint Shop Pro can be obtained from:
-
- USA
- ---------
- JASC, Inc.
- 10901 Red Circle Drive
- Suite 340
- Minnetonka, MN 55343 USA
-
- Tele: (9am to 5pm USA central time)
- (612) 930-9171
-
- CIS: GO JASC
-
- ---------------------------------------------
- CMPEG support:
-
-
- This program is copyrighted (C) Stefan Eckart, 1993. You can use, copy
- and distribute this program at no charge but you may not modify or sell
- it. I don't take any responsibility regarding its fitness, usefulness
- etc. (#include <your_favourite_disclaimer>). Comments, bug reports,
- questions to:
-
- Stefan Eckart
- Kagerstr. 4
- D-81669 Muenchen
- Germany
-
- email: stefan@lis.e-technik.tu-muenchen.de
-
-
-
-
-
- Date: Sunday, 30 July 1995 11:26:59
- Subject: Re: PC animation playback?
- From: Damon LaCaille <nomad@aloha.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Sun, 30 Jul 1995 bsmith@sunbelt.net wrote:
-
- > Does anyone know about this hardware that IMPULSE has mentioned or anything
- > other method that will interface with IMAGINE to playback 24bit 640x480 (if
- > not larger) animations as 24bit?
-
- I think what you need is a PAR, or personal animation recorder. Or get
- an amiga with a toaster :)
-
- As far as I can tell, and I'm no knowledgable person on this subject, you
- need a separate piece of hardware that stores these pictures onto a hard
- drive, then sends them frame by frame to a specialized VCR with a
- controller on it. Then you can play back the animation. I don't think
- ANY computer is fast enough to read in a 24-bit 640x480 picture (if GIF
- file, usually what, 500k+?) 30 times a second to play it back in
- realtime. That seems a bit much even for a pentium doesn't it? I don't
- hard drive speeds are quite that fast yet. You're looking at a minimum of
- 15mb/second transfer rate (and that's for the smaller 24-bit color files
- at 640x480). Do you think your graphics card could handle 15mb/sec
- viewing rate? That's an aweful lot to ask on a card.
-
- Like I said, I don't know much on the subject, but this is definitely the
- right place to post it for those types of questions. If someone could
- correct me, I'd be glad to read it. I'd like to know more about this too.
-
- Also, doesn't a video toaster do this too? I have a 3000 and was
- wondering which type of Toaster I could buy to fit in here. I've heard
- only a certain kind will fit... is that true? Also will it do about the
- same thing as a PAR with a VCR? Any help is appreciated, thanks!
-
- Damon
-
-
-
- Date: Sunday, 30 July 1995 11:30:46
- Subject: Re: vmm/mui
- From: Damon LaCaille <nomad@aloha.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Sat, 29 Jul 1995, Mike McCool wrote:
-
- > Could someone with tighter grey cells point me in the right direction:
- > where can I find the latest version of MUI?
- >
- > Thanks insufferably.
-
- Mike,
- are you sure you didn't find a file called MUI23usr.lha ? I believe
- that's the file I downloaded from aminet. Also for all you people who
- absolutely HATE using ftp.wustl.edu, I have an alternate site that is
- FAST!!! (i dunno, should I say this? Might slow down my own rate :)
-
- If you have Mosaic or Netscape access, try
-
- http://www.eunet.ch/~aminet
-
- I'm not sure if there's an FTP version out there for it, but I don't see
- why there wouldn't be. Trust me, this is almost a sure bet for logging
- on everytime (I've never been denied yet, and it's been more than a
- month) and it's always FAST, no matter what time of day/night it seems.
-
- Thought y'all might want to know :)
-
-
-
- Date: Sunday, 30 July 1995 11:30:46
- Subject: Re: vmm/mui
- From: Damon LaCaille <nomad@aloha.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Sat, 29 Jul 1995, Mike McCool wrote:
-
- > Could someone with tighter grey cells point me in the right direction:
- > where can I find the latest version of MUI?
- >
- > Thanks insufferably.
-
- Mike,
- are you sure you didn't find a file called MUI23usr.lha ? I believe
- that's the file I downloaded from aminet. Also for all you people who
- absolutely HATE using ftp.wustl.edu, I have an alternate site that is
- FAST!!! (i dunno, should I say this? Might slow down my own rate :)
-
- If you have Mosaic or Netscape access, try
-
- http://www.eunet.ch/~aminet
-
- I'm not sure if there's an FTP version out there for it, but I don't see
- why there wouldn't be. Trust me, this is almost a sure bet for logging
- on everytime (I've never been denied yet, and it's been more than a
- month) and it's always FAST, no matter what time of day/night it seems.
-
- Thought y'all might want to know :)
-
-
-
- Date: Sunday, 30 July 1995 12:34:28
- Subject: Re: How To make a SUN?
- From: Dylan Neill <dylann@pcug.org.au>
-
-
- ----------------------------------------------------------------------------
-
- On Fri, 28 Jul 1995, Dave Wilson wrote:
-
- > I know this has been covered several times but I'm
- > a twit. I'm trying to make a good SUN object and I'm having
- > a real tough time. The sun is not going to be viewed close up
- > at all but I need it in my solar system. The closest I would get
- > to it would be about Venus so I'll need to get enough detail for
- > that kind of distance. I can get decent surface features but
- > all the corona effects are really hard to get. there was a demo
- > put up way back that showed something about using a layered
- > object which was real nice (if I remember correctly).
- >
- > I'm using 3.0 on a dx4/100 with 16 megs ram.
-
- I have one that I kept along with pictures of it (Hmm, I wonder if I
- should put them on the list! :) Anyway the effect used some essence
- textures to create flares off the surface of the sun, I tried it and it
- didn't look too bad without the flares. If you want I'll send it to you
- and anyone else who wants it.
-
- ---
- |\ /|
- o O
- ________________________oOO_=( ^ )=_OOo___________________________
- | ''' U ''' |
- | Gumby Death Man (Dylan Neill) Amiga 1200/6/120 486DX2-66/24/500 |
- | Email: dylann@pcug.org.au WWW: http://www.pcug.org.au/~dylann/ |
- |__________________________________________________________________|
-
-
-
- Date: Sunday, 30 July 1995 14:17:45
- Subject: Re: Making textures 'stick'
- From: Roger Straub <straub@csn.net>
-
-
- ----------------------------------------------------------------------------
-
-
-
- On Sat, 29 Jul 1995 ALorence@aol.com wrote:
-
- >
- > How can I make the texture 'stick' so it looks like 'skin'?
- >
-
- All you have to do is set the `LockState' field in the texture requester.
- Type `open' into this field and your texture will be "tacked" to the
- triangles so that when they move and squish and ooze around, your texture
- will go with them.
-
- > Thanks.
- >
- > Alan.
- >
- >
-
- That'll be $0.02, please.
-
- See ya,
- Roger
-
-
- Date: Sunday, 30 July 1995 14:47:38
- Subject: ANIMATION PLAYER
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- could someone tell me please what is the CHEAPEST animation recorder for
- the PC since I'm hoping to get a pentium pretty soon and do some good
- stuff on it. Something that of course campres to the PAR in quality of
- the picture...we're talking about 736 by 482 (I think) in 24bit, 30
- fraMES PER second.
-
- PANTERA
- pantera@voyager.com
-
-
-
-
- Date: Sunday, 30 July 1995 14:50:08
- Subject: Imagine OBJS
- From: pantera@voyager.com
-
-
- ----------------------------------------------------------------------------
-
- couls someone tell me where i could find some EXCELLENT imagine specific
- objects...most of the objects i've downloaded from the time i got my
- amiga, ,most are merly just IMPORTED from another format...so forexample
- the object is not correctly phonged...I'm looking for objects with the
- right colors applied to various parts, so its READY to be
- rendered...thanks
-
- PANTERA
- pantera@voyager.com
-
-
-
-
- Date: Sunday, 30 July 1995 16:05:00
- Subject: One minor bug.
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> the info button in the project screen always shows SUNDAY as the r=end-> day
- even though the rest of the time and date info is correct. bee=n a-> since versi
- on 2 to 3.3.What happens if you actually render on SUNDAY? Will it change toMOND
- AY? :)-> it's the little things that annoy me :)=2E..it's those kind of things t
- hat give Imagine it's charm. <g> vrooooom, vroooooooom. /--------------------
- ---------- ___ ___ ___ ___ | Mike van der Sommen
- / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ /
- \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-6
- 83-1388) | "Irony can make revenge a welcome alternative" \________
- _____________________________________________________--- =FE InterNet - GraFX Ha
- us BBS - Santa Barbara, Ca - (805) 683-1388
-
-
- Date: Sunday, 30 July 1995 16:29:00
- Subject: Re: Beyond Imagination
- From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen)
-
-
- ----------------------------------------------------------------------------
-
- -> From: bsmith@sunbelt.net->-> Since IMAGINE-PC does not run under windows and
- requires the /NOEM=S s-> for mem-managment could this "HELP" be written for DOS.
- Or is ther=e a-> to get IMAGINE under windows? I think an on-line help is a goo
- d id=ea-> as Idon't have to reboot to use it.Actually, Beyond Imagination is a n
- ice piece of work. Even thoughyou have to be in Windows to use it. I doubt it wo
- uld be quite asuseful in DOS format. However I would sugguest 2 features for the
- author to add.1. A search/keyword routine.2. A print out option. It would be ver
- y handy to print out a tip or tutorial you'd like to play with.=2E..otherwise,
- nice job Andrew Herbert! Thanks alot! /------------------------------
- ___ ___ ___ ___ | Mike van der Sommen / __ /__/ /_
- _/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / /
- \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) |
- "Irony can make revenge a welcome alternative" \_____________________________________________________________--- =FE InterNet - GraFX Haus
- BBS - Santa Barbara, Ca - (805) 683-1388
-
-
- Date: Sunday, 30 July 1995 17:31:29
- Subject: Re: PC animation playback?
- From: Cedric Georges Chang <changc9@rpi.edu>
-
-
- ----------------------------------------------------------------------------
-
- On Jul 30, 7:24am, bsmith@sunbelt.net wrote:
- > it unusable. IMPULSE says use 256 colors and lock the pallete. This is no
- > solution. If IMAGINE can generate 24bit animation it should be able to play
- > it back.
-
- IMHO, Impulse should spend their time improving the renderer and the various
- editors. There are 3rd party solutions to take a series of 24bit images and
- convert it into animations.
-
- > Does anyone know about this hardware that IMPULSE has mentioned or anything
- > other method that will interface with IMAGINE to playback 24bit 640x480 (if
- > not larger) animations as 24bit?
-
- For 640x480x24 anims at decent quality, I agree with Impulse that you need
- extra hardware (please correct me if I'm wrong). What I have been looking
- into are Motion JPEG cards. DPS PAR, DPS Perception, Fast Movie Machine
- Pro w/MJPEG, Miro miroVIDEO DC1, and Quandrant Q-Motion are all MJPEG cards
- for the PC. They range in price from around $500 to $2000. Most of these
- cards are sold as video non-linear editors and I'm not sure if any of them
- will output to your computer monitor. They will playback to a NTSC/PAL
- monitor, TV, or VCR, which I prefer because you can then record your
- animations to show off to your friends :)
-
- If you need to play back your anims on your computer monitor, you may want
- to look at SVGA cards with video accelerator chips. I'm not too familiar
- with them, but I believe that they accelerate AVI's which use Indeo or
- Cinepak compression. I also understand that AVI's tend to be low
- resolution and the quality isn't that great.
-
- Cedric
- --
- ---------------------------------------------------------------------------
- Cedric Chang Mechanical Engineer // Amiga 3000 '040
- changc9@rpi.edu Rensselaer Polytechnic Institute \X/ CgFx/EGS Piccolo
- ---------------------------------------------------------------------------
-
-
- Date: Sunday, 30 July 1995 17:43:00
- Subject: Re: Beyond Imagination
- From: jprusins@cybergrafix.com (John Prusinski)
-
-
- ----------------------------------------------------------------------------
-
-
- >Beyond Imagination is a On-Line help system for Imagine and includes hints,
- tips, and tutorials
- >on just about everything.
- >
-
- Just downloaded your software, and I must say I'm very impressed with the
- time and effort you
- obviously put into it. Although I've kept my own archives and FAQs from the
- IML, it's great to
- have them easily accessible all in one place. Thanks!
-
- Since you asked for comments, I must say that the one thing that would make
- it even more
- useful than it already is would be some kind of search function. Being able
- to find every
- reference to, say, "glass" at the click of a button would be great!
-
- Not complaining though... I really appreciate what you've done!
-
- Thanks again,
-
- John Prusinski
- CyberGrafix
- ________________________________________________
- | "The next great step toward a planetary holism is a |
- | partial merging of the technologically transformed |
- | human world with the archaic matrix of vegetable |
- | intelligence that is the Overmind of the planet." |
- | -Terence McKenna |
- |_______________________________________________|
-
-
-
- Date: Sunday, 30 July 1995 18:04:42
- Subject: Re: Complete answer to metaballs.
- From: Gerard Menendez <gpm@netcom.com>
-
-
- ----------------------------------------------------------------------------
-
-
-
- The articles I read seemed to have metaballs working this way.
-
- The modeller made a spline, and then in a requester added generated
- metaballs along it so that he had nice rows of these guys at regular
- intervals. The balls in the ball view were of four different colors each
- color indicating how smoothly the surface would flow between balls. In
- this manner a dinosaurs neck was built up quickly with excellent muscular
- cording that would be easily bent for animation using the splines. I'm
- assuming that individual balls could also be placed where you want but I
- read the article quickly and haven't got back to it. I'll re-read it and
- see if I'm missing anything.
-
-
- Gerard
-
-
- Date: Sunday, 30 July 1995 19:41:53
- Subject: Re: Motion Blur Trick
- From: Torgeir Holm <torgeirh@powertech.no>
-
-
- ----------------------------------------------------------------------------
-
- >>BTW: anyone else remember Steve Worley's Motion blurred bowling picture that
- >>came with understanding imagine 2.0? That was created using this technique.
- >There is an flc on Compuserve called prop.flc done by GreG tsadillas with a
- >beta of Imagine 4.0 and it is in a word outstanding. Not only does it have
- >great motion blur but provides the reverse strobing as well. It is to drool
- >for, but we should all have it soon.
-
- Is it possible for us non compu$erve members to get this flc?
-
- If Jay sets up that ftp site he offered to, maybe some kind compu$erve member
- would upload all these goodies there, so the rest of the Imagineers can drool
- over them as well..
-
-
- Torge!r
-
-
- Date: Sunday, 30 July 1995 20:26:29
- Subject: Complete answer to metaballs.
- From: Lumbient@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Since all of you seem to know the animation part of Metaballs you are
- forgetting th modeling part. From what I undertand in the detail editor
- you'll have a menu item called metaball or something. If yo make a 6 vertex
- box, then click on metaball it will be smoothed slowly turning into a sphere.
- Every time you click on the metaballs button the shape will be refined,
- getting smoother. In the action editor you'll be able to add a global(?
- maybe object) FX that will cause the joining together in your animation.
- Kinda like bubbles or drops of water.
-
- ---LUM
-
-
- Date: Sunday, 30 July 1995 23:08:06
- Subject: Metaballs/Blobs
- From: NEWKIRK@delphi.com
-
-
- ----------------------------------------------------------------------------
-
- BY what I've been reading and finding out about metaballs, it seems as though
- metaballs are a modelling technique, while blobs are an object type. If I
- see this correctly, each has it's onw strengths, but metaballs seems to be
- a higher-level approach, helping to isolate the user from the actual
- mechanics/mathematics of the components. The only blobs I know (I'll be
- nice here 8^) are in POV-Ray, which seem to be a fairly powerful but awkward
- object type, while it seems that metaballs are a system used by some software
- to allow automated "Organication" of objects defined previously through other
- primitives.
- Just my .02 worth,
- Joel
-
-
- Date: Monday, 31 July 1995 00:27:37
- Subject: Re: Metaballs
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > On the IML, Mike Halvorson is read-only. On CompuServe, he's read/write. B^)
-
- Now we just need to find the command to set the flags right.. :)
-
- Andrey
-
-
- Date: Monday, 31 July 1995 00:31:32
- Subject: Re: How To make a SUN?
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > I use the PeeCee to do all the modelling and test renders (because [sob!
- > :-(] it's faster than the amiga), then I do the final renders on the amiga,
- > because ,in my opinion, it produces better pictures.
-
- Shouldn't be happening. After all, Imagine for Amiga is the same as
- for PC.
-
- Andrey
-
-
- Date: Monday, 31 July 1995 00:46:07
- Subject: Re: Complete answer to metaballs.
- From: zmievski@herbie.unl.edu (Andrey Zmievskiy)
-
-
- ----------------------------------------------------------------------------
-
- > Since all of you seem to know the animation part of Metaballs you are
- > forgetting th modeling part. From what I undertand in the detail editor
- > you'll have a menu item called metaball or something. If yo make a 6 vertex
- > box, then click on metaball it will be smoothed slowly turning into a sphere.
- > Every time you click on the metaballs button the shape will be refined,
- > getting smoother. In the action editor you'll be able to add a global(?
- > maybe object) FX that will cause the joining together in your animation.
- > Kinda like bubbles or drops of water.
-
- You are wrong. Metaballs are not like it. What you are describing is
- a feature of Lightwave called Metaform.
-
- Andrey
-
-
- Date: Monday, 31 July 1995 04:43:13
- Subject: Animation Contests
- From: Broctune@aol.com
-
-
- ----------------------------------------------------------------------------
-
- I am an up and coming animator and I would like to enter an animation
- contest or something. Are their any currently going on or is their a place
- where I can find out about some.
-
-
- Date: Monday, 31 July 1995 07:37:10
- Subject: Re: PC animation playback?
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
- Hi Damon,
-
- >
- >
- > On Sun, 30 Jul 1995 bsmith@sunbelt.net wrote:
- >
- > > Does anyone know about this hardware that IMPULSE has mentioned or anything
- > > other method that will interface with IMAGINE to playback 24bit 640x480 (if
- > > not larger) animations as 24bit?
- >
- > I think what you need is a PAR, or personal animation recorder. Or get
- > an amiga with a toaster :)
- >
- i dont know if there is a 'port' to the pc but clariSSA does a very good job
- of playing back at speeds of towards 25 fps(ham8) on the amiga also the anim7
- format is pretty fast though like i said i dont know if there is an
- equivelent on the pc
-
-
-
- dunc@eraser.demon.co.uk
-
-
-
-
-
- Date: Monday, 31 July 1995 07:56:56
- Subject: Re: Making textures 'stick'
- From: "dunc@eraser.demon.co.uk" <dunc@eraser.demon.co>
-
-
- ----------------------------------------------------------------------------
-
- Hi ALorence,
-
- >
- > How can I make the texture 'stick' so it looks like 'skin'?
- >
- sorry to all the people who know this
-
- ok you have 2.9+ ???
-
- right then load an object or primative add a texture (qrender if you like
- to make sure youre happy with it) now create a state call it 'one' and
- check the shape and texture/brush options and maybe the prop option (i dont
- know what this does -anyone ??) now go back to your texture (attributes
- menu) and in the lockstate box type 'one' now deform the object and create a
- new state called 'two' checking the same boxes (do all of them in both
- states if you want) and save the object
-
- now create an animation in the stage/action editors render and hopefully
- you will see the texture 'tacked' (impulse talk) to the object as it changes
- through the animation
- that should do it
-
- Duncan
-
-
- dunc@eraser.demon.co.uk
-
-
-
-
-
- Date: Monday, 31 July 1995 09:49:13
- Subject: Vmm/mui
- From: Aki Laukkanen <alaukka@voimax.voima.jkl.fi>
-
-
- ----------------------------------------------------------------------------
-
- > I just got off a half hour wander through Aminet, found everthing
- > pertinent to Mui except mui itself.
-
- ftp://ftp.luth.se/pub/aminet/dev/gui/mui23usr.lha or such. You can use
- any other aminet site as well. It should be warned that mui V3 is just
- around the corner (in beta testing).
-
-
- .... "Zooropa... Vorsprung durch Technik" -- U2
-
- * Offline Orbit 0.75a *
-
-
- Date: Monday, 31 July 1995 11:01:55
- Subject: Layers
- From: Mike McCool <mikemcoo@efn.org>
-
-
- ----------------------------------------------------------------------------
-
- I'm such a know-all, I ignored the recent string about layers. Is there
- a way to hide layers in the Project Editor?
-
- Thanks.
-
-
- Date: Monday, 31 July 1995 12:26:29
- Subject: Re[2]: lensflare
- From: Drew_Perttula@altabates.com
-
-
- ----------------------------------------------------------------------------
-
-
- I don't think it's so ironic that we like to create lensflares on our
- digital images. While they may have come from iris/lens errors, they
- serve to show that something is a light, and how bright it is. It's
- like that distortion you get when air is very warm. True, it distorts
- the image, but it is another element of the picture just like
- everything else.
-
- In short, I think that the addition of lens flares in 3D software just
- lets us make -better- pictures.... (Remember when we gained the
- ability to make one object reflect another object? That was pretty
- weird, too. But it simulates real life, and that's often the idea)
-
-
- Date: Monday, 31 July 1995 12:49:41
- Subject: I'd Say Similar or Same
- From: Dave Rhodes <dave@darhodes.demon.co.uk>
-
-
- ----------------------------------------------------------------------------
-
- Hi
- Darryl Lewis wrote:
-
- > I use the PeeCee to do all the modelling and test renders (because [sob!
- > :-(] it's faster than the amiga), then I do the final renders on the amiga,
- > because ,in my opinion, it produces better pictures. It also has essence
-
- I too have both PC and Amiga, but I find no difference in picture quality
- between the two, so I do it the other way round, because of the render
- speed difference. Some pictures, (noticably lo res ones) seem to _look_
- better on my Amiga because of the natural anti-aliasing of the lower
- resolution monitor which I use. A low res pic seen on the PC's crisper
- and non-flickery hi-res display looks like lego. (..is lego universal ? )
-
- Of course, having the extra speed of the PC means you can crank up the
- res, AA, pallette, etc. etc. and not suffer as much.
-
- Also, I don't think the new texture playground in 3.3 looks as ultimately
- useful as the wonderful TextureStudio, but as there's no PC equivalent,
- it's nearly worth keeping the Amiga for that alone.
-
- 1.25 UK pence
-
- --
-
- ~===========================================================================~
- Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England -
- ---------------------------------------------------------------------------
-
-
- Date: Monday, 31 July 1995 15:13:20
- Subject: Re: Complete answer to metaba...
- From: Lumbient@aol.com
-
-
- ----------------------------------------------------------------------------
-
- Oppps :( Sorry, I thought that was metaballs! Why does lightwave have the
- right to use the prefix meta_ ? They should know better.
-
- ---Lum
-
-
- Date: Monday, 31 July 1995 15:38:40
- Subject: Imagine versions
- From: wilkinso@cambridge.scr.slb.com (Simon Wilkinson)
-
-
- ----------------------------------------------------------------------------
-
- Hello folks.
-
- I wonder if someone could tell me exactly wha