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Amiga Collections: MegaDisc
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MegaDisc 41 (1994-09)(MegaDisc Digital Publishing)(AU)(Disk 1 of 2)[WB].zip
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MegaDisc 41 (1994-09)(MegaDisc Digital Publishing)(AU)(Disk 1 of 2)[WB].adf
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Reviews
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LightWave_3.5
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LightWave_3.5
Wrap
Text File
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1994-09-08
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13KB
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233 lines
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by Steve Bolton
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First off I would like to say that I only had LightWave for one weekend
to review so if I don't go into too much detail or leave out point then
its due the the time constraint I was under.
This is a truly awesome piece of software. It is incredibly user
friendly as well as being very powerful. Superlatives out of the way I'll
now move on to the packaging. Inside the box you will find seven disks, a
parallel port dongle, a LightWave 3.1 manual, an Addendum manual for LW
3.5 and an instructional video.
Video
I was happy to see that the video was in PAL so popped it into my VCR,
got comfortable in my comfy chair in front of my bank of electronic
equipment and then, on the screen, popped up... a man, sitting in a comfy
chair in front of a bank of electronic equipment. This man, Lee
Stranahan, is to be my only companion for the next 2 hours as he goes
through the task of providing and introduction to LightWave and how it
works, as well as some of the concepts behind various items.
As an instructional video I found this to be the best I have ever sat
through. Lee was sitting in casual clothes (no stiff "suits" here) in a
comfortable swivel recliner. This meant that he was able to swivel the
chair around when articulating what he is saying with his hands as well as
being able to fully face the camera when he is talking which gave it a
nice relaxed, "light", personal feel. Lee was able to communicate in an
understandable, informative and even entertaining way, which makes a
change from the "lecture" approach other videos have taken. One of the
best things is that Lee constantly reinforced points he has made in a nice
and casual way. He likes to use keyboard equivalents whenever possible so
he is always repeating which key it is he is pressing to perform an action
so the user is already getting familiar with some of the keyboard
shortcuts.
Manual
Right off I have to say I was disappointed that the manual was glued and
not spiral bound. This makes it awkward to read and these types of books
and they don't like to sit flat without closing themselves or tearing
their spines. One other major gripe about the manual is the lack of ARexx
commands anywhere. The LW Modeler can use ARexx macros and is supplied
with a couple of dozen but there is no printed reference for the extra
ARexx commands Modeler recognizes. After searching through directories I
finally found a small text file in the directory with the supplies macros
which had the commands in it but there is no mention (that I could find)
in the manual that this file existed (there is no icon for the files
either!)
That said I found that the manual was a very well written document. It
was laid out very nicely in a clear and easy to read form. Good use was
made of pictures to demonstrate what is on screen and also showing what
various textures look like when rendered. I uses plain English to explain
any new concepts and they stick to common sense or standard names for
various actions instead of using different names to try to sound more
technical.
Software Installation
The installation process is one of the most painless I have ever come
across. The installation script uses the standard Commodore Installer
program and even on expert mode I was only asked once to choose an action
(which directory to install LW) and it alerted me once (when it added an
assigns to the user-startup file). That was all. After is had installed
all seven disks on to my hard drive it took up just over 10MB of space.
Requirements
LightWave 3D is a hungry program indeed. It will work on any model
Amiga (except an A1000) with a hard drive, 8MB of ram and either a Video
Toaster or the supplied parallel port dongle. I was a little disappointed
that they were using a dongle but it does come with a pass through though.
Operation
Its good to see that LightWave now fully supports PAL resolutions. The
interface can be displayed in a number of preset resolutions depending on
the type of monitor you are displaying it on.
The interface is a pleasant 3D environment with 3D looking buttons and
gadgets which provides an easy to use and common sense surrounding.to work
in. The menus are accessed via gadgets so they menu headings are
permanently displayed which is handy. When you open a menu item by
mistake you don't have to close it either, you can just click on the menu
you want and the other one will automatically close.
There are a number of viewing options available to the 3D display. You
can view from front, side or overhead. THis is useful for lining up
objects or making sure objects don't pass through each other. Perspective
gives you free reign to view the layout from anywhere you wish. Camera
and light views are important to use (especially camera) since you may
have spotlights or special lighting effects in your scene and viewing from
the lights themselves allows you to exactly point a light at a particular
object. The camera view is the most important of all since this is the
view which gets rendered. Any of these views can be used when creating a
preview animation.
The preview animation is simply a wireframe or bounding box (bounding
box replaces each wireframe object with a wireframe box representing the
outer dimension of the object, this type of preview is the quickest)
animation created and displayed in the layout window. This animation can
be played back from single frame steps to a full 25 frames per second.
This is very useful for making sure that objects are moving he way they
should before rendering the full animation.
One of the most useful features is the keyboard shortcut help which is
always available online. By pressing the HELP key on your keyboard a
window will pop up showing you all the available keyboard short cuts
available. The keys available will also change depending on whether you
have any menus open as well which makes learning the keys easier.
All movement of objects is in the 3D view and you move around using the
mouse. By pressing the left mouse button you move objects, lights, camera
or the view around on a flat plane in/out and left/right and using the
right mouse button you move up/down. This gives you a full 3D movement
which is very quick to master. The same is true of other functions such
as rotating objects (left button will give movement in two directions,
right button will give the third direction).
Here is a small overview of the functions available under each menu
item:
Scene:
Here you load and save the scene you are working on. You can also
shift or scale the keyframes.
Objects:
Load/save/replace objects. Set up distance dissolve values and
morphing object settings. Also set up shadow settings for each object.
Surface:
Load/Create/Save surfaces. Surfaces are made up of any
combination of surface colour, luminosity, diffuse level, specular
level, glossiness, reflectivity, refractivity, edge transparency, bump
map, smoothing and most of these can also have separate texture
attributes applied such as image maps (planar, cubic, spherical,
cylindrical & front projection), checkerboard, grid, dots, marble ,
wood, underwater, fractal noise, bump array & crust. Surfaces can be
resized, fixed, moving, animated. This means that you can create an
almost infinite variety of surfaces.
Images:
Load in 24bit pictures or sequence to be used as backgrounds
and/or image maps.
Lights:
Create all lights for your scenes here. Lights can also have
lens flares and there is a large variety of settings available for
changing the appearance of the lens flares.
Camera:
Here you set up what type of rendering mode you want (wireframe,
quickshade, realistic, trace shadows/reflection/refraction), set up
rendering size and aspect ratios, set anti aliasing, set motion blur and
particle blur and depth of field options.
Effects:
Set background/foreground/FG Alpha images, backdrop colouring,
fog settings and dithering.
Record:
Set display resolution, save files (anim (various types), RGB
images (various types), serial recording.
Options:
Display options include Interface resolution, grid size as well
as showing safe areas, fog radius, etc.
SN:
This is the control panel for ScreamerNet (if you are lucky and/or
rich enough to own several Screamer setups).
Modeler:
This gadget loads you into Modeler to create/modify objects.
Modeler
This is where you create and modify objects. At your disposal are quite
a large number of tools. I wasn't able to spend much time in the modeler
so I'll just quickly outline what is there.
Import/Export objects to/fro the layout program. Load/save objects
to/from disk.
Create:
box, ball, disc, cone, sketch, text.
Modify:
Position (move, rotate, size, stretch, drag), Flex (shear, twist,
taper 1 & 2, bend), Deform (magnet, vertex, pole 1 & 2).
Multiply:
Extrude, lathe, mirror, Sweep (bevel, sm shift, path ext, rail
ext, patch, skin, morph), Replicate (clone, array, path cln, rail cln).
Polygon:
Create (points, make, remove), revise (add pnt, rem pnt, attach,
detach, split, merge), transform (surface, triple, subdiv, align, unify,
flip).
Tools:
Objects (drill, solid drill, boolean), Points (merge, weld,
quantize, jitter, smooth, set val), Curves (make, make cl, start cp, end
cp, freeze, smooth).
Display:
Magnify, pan, measure, in, out, fit all, fit sel, options, BG
image, Selection (stats, info, sel conn, invert), Visibility (hide sel,
hide uns, unhide).
In the modeler you can load in up to 10 objects, one into each of ten
layers. The use us layers is very powerful when creating objects since
operations can be performed on various layers at once. You can load, for
examples, a ball into one foreground layer and a cylinder into a second
layer as a background layer and then "drill" the cylinder through the ball
leaving a hole, or you could merge them.
There are a large number of ARexx macros included in the modeler
including (for no apparent reason) a Haiku generator! Overall this is
truly a professional package with the power to out do all other rendering
packages on the Amiga and indeed most on other systems as well. At this
stage there is no particle systems built in but particles can be done with
use of morphing techniques and dissolves. Rendering speed is rather quick
the rendering quality is just incredible. If you want to see just how
good LW can render just check out SeaQuest DSV on TV, all computer
graphics in that series by Steven Spielberg were done on LightWave. They
didn't use any models for the underwater scenes so you can judge for
yourself the realism achievable with LightWave.
This is THE rendering package to get. Forget the others, they are too
hard to learn and objects aren't always convertable. LightWave is
incredibly powerful and is so easy to use that beginners and professionals
alike can produce high quality renderings with ease.
I would like to thank Mario at Computer Affair for loaning the review
copy of LightWave. I'll leave you all now with a little Haiku from LW's
Modeler:
Hey! Get back to work
You lazy, no good wetware.
The world is shopping!
I think there's something in that for all of us, don't you?
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